### Godot version

4.0.stable

### System information

Windows 10, MacOS

### Issue description

Some combination of ~~#72301~~#72031 and #73829 and the differing platform default settings + not including default values in project.godot has created a frustrating problem. 

When a developer on the project opens it in Windows, it deletes `rendering/textures/vram_compression/import_s3tc_bptc=true` from project.godot. When that happens, the MacOS version then re-imports everything as only ASTC and updates all the `.import` files. And then it deletes `rendering/textures/vram_compression/import_etc2_astc=true` from project.godot. Then the windows machine re-imports everything, and forever and ever they fight over import files, unless we're diligent about not letting that particular change in `project.godot`. 

This has made cross-platform development very obnoxious and with high quality textures, the constant re-imports can take a very long time. 

### Steps to reproduce

1. Add a VRAM Compressed Texture to a project. 
2. Attempt to make both platforms happy by enabling both VRAM compression formats.
3. Re-open on both Windows and MacOS.

### Minimal reproduction project

N/A
d["index_data"] = sd.index_data;
		d["index_count"] = sd.index_count;
	}
	d["aabb"] = sd.aabb;
	if (sd.lods.size()) {
		Array lods;
		for (int i = 0; i < sd.lods.size(); i++) {
			Dictionary ld;
			ld["edge_length"] = sd.lods[i].edge_length;
			ld["index_data"] = sd.lods[i].index_data;
			lods.push_back(lods);
		}
		d["lods"] = lods;
	}
	if (sd.bone_aabbs.size()) {
		Array aabbs;
		for (int i = 0; i < sd.bone_aabbs.size(); i++) {
			aabbs.push_back(sd.bone_aabbs[i]);
		}
		d["bone_aabbs"] = aabbs;
	}
	if (sd.blend_shape_data.size()) {
		d["blend_shape_data"] = sd.blend_shape_data;
	}
	if (sd.material.is_valid()) {
		d["material"] = sd.material;
	}
	return d;
}
TypedArray<Dictionary> RenderingServer::_instance_geometry_get_shader_parameter_list(RID p_instance) const {