### 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
ADD_POINT(2);
			ADD_POINT(3);
			ADD_POINT(0);
		}
	}
	RID mesh = mesh_create();
	Array d;
	d.resize(RS::ARRAY_MAX);
	d[ARRAY_VERTEX] = vertices;
	d[ARRAY_NORMAL] = normals;
	mesh_add_surface_from_arrays(mesh, PRIMITIVE_TRIANGLES, d);
	return mesh;
}
RID RenderingServer::get_white_texture() {
	if (white_texture.is_valid()) {
		return white_texture;
	}
	Vector<uint8_t> wt;
	wt.resize(16 * 3);
	{
		uint8_t *w = wt.ptrw();
		for (int i = 0; i < 16 * 3; i++) {
			w[i] = 255;
		}
	}
	Ref<Image> white = memnew(Image(4, 4, 0, Image::FORMAT_RGB8, wt));
	white_texture = texture_2d_create(white);
	return white_texture;
}
Error RenderingServer::_surface_set_data(Array p_arrays, uint32_t p_format, uint32_t *p_offsets, uint32_t p_vertex_stride, uint32_t p_attrib_stride, uint32_t p_skin_stride, Vector<uint8_t> &r_vertex_array, Vector<uint8_t> &r_attrib_array, Vector<uint8_t> &r_skin_array, int p_vertex_array_len, Vector<uint8_t> &r_index_array, int p_index_array_len, AABB &r_aabb, Vector<AABB> &r_bone_aabb) {