### 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
ADD_VTX(3);
		ADD_VTX(0);
	}
	RID test_cube = mesh_create();
	Array d;
	d.resize(RS::ARRAY_MAX);
	d[RenderingServer::ARRAY_NORMAL] = normals;
	d[RenderingServer::ARRAY_TANGENT] = tangents;
	d[RenderingServer::ARRAY_TEX_UV] = uvs;
	d[RenderingServer::ARRAY_VERTEX] = vertices;
	Vector<int> indices;
	indices.resize(vertices.size());
	for (int i = 0; i < vertices.size(); i++) {
		indices.set(i, i);
	}
	d[RenderingServer::ARRAY_INDEX] = indices;
	mesh_add_surface_from_arrays(test_cube, PRIMITIVE_TRIANGLES, d);
	/*
	test_material = fixed_material_create();
	//material_set_flag(material, MATERIAL_FLAG_BILLBOARD_TOGGLE,true);
	fixed_material_set_texture( test_material, FIXED_MATERIAL_PARAM_DIFFUSE, get_test_texture() );
	fixed_material_set_param( test_material, FIXED_MATERIAL_PARAM_SPECULAR_EXP, 70 );
	fixed_material_set_param( test_material, FIXED_MATERIAL_PARAM_EMISSION, Color(0.2,0.2,0.2) );
	fixed_material_set_param( test_material, FIXED_MATERIAL_PARAM_DIFFUSE, Color(1, 1, 1) );
	fixed_material_set_param( test_material, FIXED_MATERIAL_PARAM_SPECULAR, Color(1,1,1) );
*/
	mesh_surface_set_material(test_cube, 0, test_material);
	return test_cube;
}
RID RenderingServer::make_sphere_mesh(int p_lats, int p_lons, real_t p_radius) {