### 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
BIND_ENUM_CONSTANT(VIEWPORT_ENVIRONMENT_MAX);
	BIND_ENUM_CONSTANT(VIEWPORT_SDF_OVERSIZE_100_PERCENT);
	BIND_ENUM_CONSTANT(VIEWPORT_SDF_OVERSIZE_120_PERCENT);
	BIND_ENUM_CONSTANT(VIEWPORT_SDF_OVERSIZE_150_PERCENT);
	BIND_ENUM_CONSTANT(VIEWPORT_SDF_OVERSIZE_200_PERCENT);
	BIND_ENUM_CONSTANT(VIEWPORT_SDF_OVERSIZE_MAX);
	BIND_ENUM_CONSTANT(VIEWPORT_SDF_SCALE_100_PERCENT);
	BIND_ENUM_CONSTANT(VIEWPORT_SDF_SCALE_50_PERCENT);
	BIND_ENUM_CONSTANT(VIEWPORT_SDF_SCALE_25_PERCENT);
	BIND_ENUM_CONSTANT(VIEWPORT_SDF_SCALE_MAX);
	BIND_ENUM_CONSTANT(VIEWPORT_MSAA_DISABLED);
	BIND_ENUM_CONSTANT(VIEWPORT_MSAA_2X);
	BIND_ENUM_CONSTANT(VIEWPORT_MSAA_4X);
	BIND_ENUM_CONSTANT(VIEWPORT_MSAA_8X);
	BIND_ENUM_CONSTANT(VIEWPORT_MSAA_MAX);
	BIND_ENUM_CONSTANT(VIEWPORT_SCREEN_SPACE_AA_DISABLED);
	BIND_ENUM_CONSTANT(VIEWPORT_SCREEN_SPACE_AA_FXAA);
	BIND_ENUM_CONSTANT(VIEWPORT_SCREEN_SPACE_AA_MAX);
	BIND_ENUM_CONSTANT(VIEWPORT_OCCLUSION_BUILD_QUALITY_LOW);
	BIND_ENUM_CONSTANT(VIEWPORT_OCCLUSION_BUILD_QUALITY_MEDIUM);
	BIND_ENUM_CONSTANT(VIEWPORT_OCCLUSION_BUILD_QUALITY_HIGH);
	BIND_ENUM_CONSTANT(VIEWPORT_RENDER_INFO_OBJECTS_IN_FRAME);
	BIND_ENUM_CONSTANT(VIEWPORT_RENDER_INFO_PRIMITIVES_IN_FRAME);
	BIND_ENUM_CONSTANT(VIEWPORT_RENDER_INFO_DRAW_CALLS_IN_FRAME);
	BIND_ENUM_CONSTANT(VIEWPORT_RENDER_INFO_MAX);
	BIND_ENUM_CONSTANT(VIEWPORT_RENDER_INFO_TYPE_VISIBLE);
	BIND_ENUM_CONSTANT(VIEWPORT_RENDER_INFO_TYPE_SHADOW);
	BIND_ENUM_CONSTANT(VIEWPORT_RENDER_INFO_TYPE_MAX);
	BIND_ENUM_CONSTANT(VIEWPORT_DEBUG_DRAW_DISABLED);
	BIND_ENUM_CONSTANT(VIEWPORT_DEBUG_DRAW_UNSHADED);