### 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
GLOBAL_DEF("rendering/lights_and_shadows/directional_shadow/16_bits", true);
	GLOBAL_DEF(PropertyInfo(Variant::INT, "rendering/lights_and_shadows/positional_shadow/soft_shadow_filter_quality", PROPERTY_HINT_ENUM, "Hard (Fastest),Soft Very Low (Faster),Soft Low (Fast),Soft Medium (Average),Soft High (Slow),Soft Ultra (Slowest)"), 2);
	GLOBAL_DEF("rendering/lights_and_shadows/positional_shadow/soft_shadow_filter_quality.mobile", 0);
	GLOBAL_DEF("rendering/2d/shadow_atlas/size", 2048);
	
	GLOBAL_DEF_RST(PropertyInfo(Variant::INT, "rendering/gl_compatibility/item_buffer_size", PROPERTY_HINT_RANGE, "128,1048576,1"), 16384);
	GLOBAL_DEF("rendering/shader_compiler/shader_cache/enabled", true);
	GLOBAL_DEF("rendering/shader_compiler/shader_cache/compress", true);
	GLOBAL_DEF("rendering/shader_compiler/shader_cache/use_zstd_compression", true);
	GLOBAL_DEF("rendering/shader_compiler/shader_cache/strip_debug", false);
	GLOBAL_DEF("rendering/shader_compiler/shader_cache/strip_debug.release", true);
	GLOBAL_DEF_RST("rendering/reflections/sky_reflections/roughness_layers", 8); 
	GLOBAL_DEF_RST("rendering/reflections/sky_reflections/texture_array_reflections", true);
	GLOBAL_DEF("rendering/reflections/sky_reflections/texture_array_reflections.mobile", false);
	GLOBAL_DEF_RST("rendering/reflections/sky_reflections/ggx_samples", 32);
	GLOBAL_DEF("rendering/reflections/sky_reflections/ggx_samples.mobile", 16);
	GLOBAL_DEF("rendering/reflections/sky_reflections/fast_filter_high_quality", false);
	GLOBAL_DEF("rendering/reflections/reflection_atlas/reflection_size", 256);
	GLOBAL_DEF("rendering/reflections/reflection_atlas/reflection_size.mobile", 128);
	GLOBAL_DEF("rendering/reflections/reflection_atlas/reflection_count", 64);
	GLOBAL_DEF("rendering/global_illumination/gi/use_half_resolution", false);
	GLOBAL_DEF(PropertyInfo(Variant::INT, "rendering/global_illumination/voxel_gi/quality", PROPERTY_HINT_ENUM, "Low (4 Cones - Fast),High (6 Cones - Slow)"), 0);
	GLOBAL_DEF("rendering/shading/overrides/force_vertex_shading", false);
	GLOBAL_DEF("rendering/shading/overrides/force_vertex_shading.mobile", true);
	GLOBAL_DEF("rendering/shading/overrides/force_lambert_over_burley", false);
	GLOBAL_DEF("rendering/shading/overrides/force_lambert_over_burley.mobile", true);
	GLOBAL_DEF("rendering/driver/depth_prepass/enable", true);
	GLOBAL_DEF("rendering/driver/depth_prepass/disable_for_vendors", "PowerVR,Mali,Adreno,Apple");
	GLOBAL_DEF_RST("rendering/textures/default_filters/use_nearest_mipmap_filter", false);
	GLOBAL_DEF_RST(PropertyInfo(Variant::INT, "rendering/textures/default_filters/anisotropic_filtering_level", PROPERTY_HINT_ENUM, String::utf8("Disabled (Fastest),2× (Faster),4× (Fast),8× (Average),16× (Slow)")), 2);