### 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
List<PropertyInfo> params;
	instance_geometry_get_shader_parameter_list(p_instance, &params);
	return convert_property_list(&params);
}
TypedArray<Image> RenderingServer::_bake_render_uv2(RID p_base, const TypedArray<RID> &p_material_overrides, const Size2i &p_image_size) {
	TypedArray<RID> mat_overrides;
	for (int i = 0; i < p_material_overrides.size(); i++) {
		mat_overrides.push_back(p_material_overrides[i]);
	}
	return bake_render_uv2(p_base, mat_overrides, p_image_size);
}
void RenderingServer::_particles_set_trail_bind_poses(RID p_particles, const TypedArray<Transform3D> &p_bind_poses) {
	Vector<Transform3D> tbposes;
	tbposes.resize(p_bind_poses.size());
	for (int i = 0; i < p_bind_poses.size(); i++) {
		tbposes.write[i] = p_bind_poses[i];
	}
	particles_set_trail_bind_poses(p_particles, tbposes);
}
void RenderingServer::_bind_methods() {
	BIND_CONSTANT(NO_INDEX_ARRAY);
	BIND_CONSTANT(ARRAY_WEIGHTS_SIZE);
	BIND_CONSTANT(CANVAS_ITEM_Z_MIN);
	BIND_CONSTANT(CANVAS_ITEM_Z_MAX);
	BIND_CONSTANT(MAX_GLOW_LEVELS);
	BIND_CONSTANT(MAX_CURSORS);
	BIND_CONSTANT(MAX_2D_DIRECTIONAL_LIGHTS);