### 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
} else if (i == RS::ARRAY_INDEX) {
			index_array_len = PackedInt32Array(p_arrays[i]).size();
		}
	}
	if (p_blend_shapes.size()) {
		
		for (int i = 0; i < p_blend_shapes.size(); i++) {
			uint32_t bsformat = 0;
			Array arr = p_blend_shapes[i];
			for (int j = 0; j < arr.size(); j++) {
				if (arr[j].get_type() != Variant::NIL) {
					bsformat |= (1 << j);
				}
			}
			ERR_FAIL_COND_V_MSG(bsformat != (format & RS::ARRAY_FORMAT_BLEND_SHAPE_MASK), ERR_INVALID_PARAMETER, "Blend shape format must match the main array format for Vertex, Normal and Tangent arrays.");
		}
	}
	for (uint32_t i = 0; i < RS::ARRAY_CUSTOM_COUNT; ++i) {
		
		if (format & (1 << (ARRAY_CUSTOM0 + i))) {
			format |= (RS::ARRAY_FORMAT_CUSTOM_MASK << (RS::ARRAY_FORMAT_CUSTOM_BASE + i * RS::ARRAY_FORMAT_CUSTOM_BITS)) & p_compress_format;
		}
	}
	uint32_t offsets[RS::ARRAY_MAX];
	uint32_t vertex_element_size;
	uint32_t attrib_element_size;
	uint32_t skin_element_size;
	mesh_surface_make_offsets_from_format(format, array_len, index_array_len, offsets, vertex_element_size, attrib_element_size, skin_element_size);
	uint32_t mask = (1 << ARRAY_MAX) - 1;
	format |= (~mask) & p_compress_format;