### 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
ClassDB::bind_method(D_METHOD("shader_create"), &RenderingServer::shader_create);
	ClassDB::bind_method(D_METHOD("shader_set_code", "shader", "code"), &RenderingServer::shader_set_code);
	ClassDB::bind_method(D_METHOD("shader_set_path_hint", "shader", "path"), &RenderingServer::shader_set_path_hint);
	ClassDB::bind_method(D_METHOD("shader_get_code", "shader"), &RenderingServer::shader_get_code);
	ClassDB::bind_method(D_METHOD("get_shader_parameter_list", "shader"), &RenderingServer::_shader_get_shader_parameter_list);
	ClassDB::bind_method(D_METHOD("shader_get_parameter_default", "shader", "name"), &RenderingServer::shader_get_parameter_default);
	ClassDB::bind_method(D_METHOD("shader_set_default_texture_parameter", "shader", "name", "texture", "index"), &RenderingServer::shader_set_default_texture_parameter, DEFVAL(0));
	ClassDB::bind_method(D_METHOD("shader_get_default_texture_parameter", "shader", "name", "index"), &RenderingServer::shader_get_default_texture_parameter, DEFVAL(0));
	BIND_ENUM_CONSTANT(SHADER_SPATIAL);
	BIND_ENUM_CONSTANT(SHADER_CANVAS_ITEM);
	BIND_ENUM_CONSTANT(SHADER_PARTICLES);
	BIND_ENUM_CONSTANT(SHADER_SKY);
	BIND_ENUM_CONSTANT(SHADER_FOG);
	BIND_ENUM_CONSTANT(SHADER_MAX);
	
	ClassDB::bind_method(D_METHOD("material_create"), &RenderingServer::material_create);
	ClassDB::bind_method(D_METHOD("material_set_shader", "shader_material", "shader"), &RenderingServer::material_set_shader);
	ClassDB::bind_method(D_METHOD("material_set_param", "material", "parameter", "value"), &RenderingServer::material_set_param);
	ClassDB::bind_method(D_METHOD("material_get_param", "material", "parameter"), &RenderingServer::material_get_param);
	ClassDB::bind_method(D_METHOD("material_set_render_priority", "material", "priority"), &RenderingServer::material_set_render_priority);
	ClassDB::bind_method(D_METHOD("material_set_next_pass", "material", "next_material"), &RenderingServer::material_set_next_pass);
	BIND_CONSTANT(MATERIAL_RENDER_PRIORITY_MIN);
	BIND_CONSTANT(MATERIAL_RENDER_PRIORITY_MAX);
	
	ClassDB::bind_method(D_METHOD("mesh_create_from_surfaces", "surfaces", "blend_shape_count"), &RenderingServer::_mesh_create_from_surfaces, DEFVAL(0));
	ClassDB::bind_method(D_METHOD("mesh_create"), &RenderingServer::mesh_create);
	ClassDB::bind_method(D_METHOD("mesh_surface_get_format_offset", "format", "vertex_count", "array_index"), &RenderingServer::mesh_surface_get_format_offset);
	ClassDB::bind_method(D_METHOD("mesh_surface_get_format_vertex_stride", "format", "vertex_count"), &RenderingServer::mesh_surface_get_format_vertex_stride);
	ClassDB::bind_method(D_METHOD("mesh_surface_get_format_attribute_stride", "format", "vertex_count"), &RenderingServer::mesh_surface_get_format_attribute_stride);