### 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
Vector<Vector3> vertices;
	Vector<Vector3> normals;
	const double lat_step = Math_TAU / p_lats;
	const double lon_step = Math_TAU / p_lons;
	for (int i = 1; i <= p_lats; i++) {
		double lat0 = lat_step * (i - 1) - Math_TAU / 4;
		double z0 = Math::sin(lat0);
		double zr0 = Math::cos(lat0);
		double lat1 = lat_step * i - Math_TAU / 4;
		double z1 = Math::sin(lat1);
		double zr1 = Math::cos(lat1);
		for (int j = p_lons; j >= 1; j--) {
			double lng0 = lon_step * (j - 1);
			double x0 = Math::cos(lng0);
			double y0 = Math::sin(lng0);
			double lng1 = lon_step * j;
			double x1 = Math::cos(lng1);
			double y1 = Math::sin(lng1);
			Vector3 v[4] = {
				Vector3(x1 * zr0, z0, y1 * zr0),
				Vector3(x1 * zr1, z1, y1 * zr1),
				Vector3(x0 * zr1, z1, y0 * zr1),
				Vector3(x0 * zr0, z0, y0 * zr0)
			};
#define ADD_POINT(m_idx)         \
	normals.push_back(v[m_idx]); \
	vertices.push_back(v[m_idx] * p_radius);
			ADD_POINT(0);
			ADD_POINT(1);
			ADD_POINT(2);