### 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
if (RSG::threaded) {
		WARN_PRINT_ONCE("Using this function with a threaded renderer hurts performance, as it causes a server stall.");
	}
	Vector<ObjectID> ids = instances_cull_aabb(p_aabb, p_scenario);
	return to_int_array(ids);
}
PackedInt64Array RenderingServer::_instances_cull_ray_bind(const Vector3 &p_from, const Vector3 &p_to, RID p_scenario) const {
	if (RSG::threaded) {
		WARN_PRINT_ONCE("Using this function with a threaded renderer hurts performance, as it causes a server stall.");
	}
	Vector<ObjectID> ids = instances_cull_ray(p_from, p_to, p_scenario);
	return to_int_array(ids);
}
PackedInt64Array RenderingServer::_instances_cull_convex_bind(const TypedArray<Plane> &p_convex, RID p_scenario) const {
	if (RSG::threaded) {
		WARN_PRINT_ONCE("Using this function with a threaded renderer hurts performance, as it causes a server stall.");
	}
	Vector<Plane> planes;
	for (int i = 0; i < p_convex.size(); ++i) {
		Variant v = p_convex[i];
		ERR_FAIL_COND_V(v.get_type() != Variant::PLANE, PackedInt64Array());
		planes.push_back(v);
	}
	Vector<ObjectID> ids = instances_cull_convex(planes, p_scenario);
	return to_int_array(ids);
}
RID RenderingServer::get_test_texture() {