### 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
SurfaceData sd = mesh_get_surface(p_mesh, p_surface);
	ERR_FAIL_COND_V(sd.vertex_count == 0, Dictionary());
	Dictionary ret;
	for (int i = 0; i < sd.lods.size(); i++) {
		Vector<int> lods;
		if (sd.vertex_count <= 65536) {
			uint32_t lc = sd.lods[i].index_data.size() / 2;
			lods.resize(lc);
			const uint8_t *r = sd.lods[i].index_data.ptr();
			const uint16_t *rptr = (const uint16_t *)r;
			int *w = lods.ptrw();
			for (uint32_t j = 0; j < lc; j++) {
				w[j] = rptr[i];
			}
		} else {
			uint32_t lc = sd.lods[i].index_data.size() / 4;
			lods.resize(lc);
			const uint8_t *r = sd.lods[i].index_data.ptr();
			const uint32_t *rptr = (const uint32_t *)r;
			int *w = lods.ptrw();
			for (uint32_t j = 0; j < lc; j++) {
				w[j] = rptr[i];
			}
		}
		ret[sd.lods[i].edge_length] = lods;
	}
	return ret;
}
TypedArray<Array> RenderingServer::mesh_surface_get_blend_shape_arrays(RID p_mesh, int p_surface) const {