### 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("fog_volume_set_shape", "fog_volume", "shape"), &RenderingServer::fog_volume_set_shape);
	ClassDB::bind_method(D_METHOD("fog_volume_set_size", "fog_volume", "size"), &RenderingServer::fog_volume_set_size);
	ClassDB::bind_method(D_METHOD("fog_volume_set_material", "fog_volume", "material"), &RenderingServer::fog_volume_set_material);
	BIND_ENUM_CONSTANT(FOG_VOLUME_SHAPE_ELLIPSOID);
	BIND_ENUM_CONSTANT(FOG_VOLUME_SHAPE_CONE);
	BIND_ENUM_CONSTANT(FOG_VOLUME_SHAPE_CYLINDER);
	BIND_ENUM_CONSTANT(FOG_VOLUME_SHAPE_BOX);
	BIND_ENUM_CONSTANT(FOG_VOLUME_SHAPE_WORLD);
	BIND_ENUM_CONSTANT(FOG_VOLUME_SHAPE_MAX);
	
	ClassDB::bind_method(D_METHOD("visibility_notifier_create"), &RenderingServer::visibility_notifier_create);
	ClassDB::bind_method(D_METHOD("visibility_notifier_set_aabb", "notifier", "aabb"), &RenderingServer::visibility_notifier_set_aabb);
	ClassDB::bind_method(D_METHOD("visibility_notifier_set_callbacks", "notifier", "enter_callable", "exit_callable"), &RenderingServer::visibility_notifier_set_callbacks);
	
	ClassDB::bind_method(D_METHOD("occluder_create"), &RenderingServer::occluder_create);
	ClassDB::bind_method(D_METHOD("occluder_set_mesh", "occluder", "vertices", "indices"), &RenderingServer::occluder_set_mesh);
	
	ClassDB::bind_method(D_METHOD("camera_create"), &RenderingServer::camera_create);
	ClassDB::bind_method(D_METHOD("camera_set_perspective", "camera", "fovy_degrees", "z_near", "z_far"), &RenderingServer::camera_set_perspective);
	ClassDB::bind_method(D_METHOD("camera_set_orthogonal", "camera", "size", "z_near", "z_far"), &RenderingServer::camera_set_orthogonal);
	ClassDB::bind_method(D_METHOD("camera_set_frustum", "camera", "size", "offset", "z_near", "z_far"), &RenderingServer::camera_set_frustum);
	ClassDB::bind_method(D_METHOD("camera_set_transform", "camera", "transform"), &RenderingServer::camera_set_transform);
	ClassDB::bind_method(D_METHOD("camera_set_cull_mask", "camera", "layers"), &RenderingServer::camera_set_cull_mask);
	ClassDB::bind_method(D_METHOD("camera_set_environment", "camera", "env"), &RenderingServer::camera_set_environment);
	ClassDB::bind_method(D_METHOD("camera_set_camera_attributes", "camera", "effects"), &RenderingServer::camera_set_camera_attributes);
	ClassDB::bind_method(D_METHOD("camera_set_use_vertical_aspect", "camera", "enable"), &RenderingServer::camera_set_use_vertical_aspect);
	
	ClassDB::bind_method(D_METHOD("viewport_create"), &RenderingServer::viewport_create);
	ClassDB::bind_method(D_METHOD("viewport_set_use_xr", "viewport", "use_xr"), &RenderingServer::viewport_set_use_xr);
	ClassDB::bind_method(D_METHOD("viewport_set_size", "viewport", "width", "height"), &RenderingServer::viewport_set_size);