### 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
p_format = int64_t(p_format) & ~ARRAY_FORMAT_INDEX;
	uint32_t offsets[ARRAY_MAX];
	uint32_t vstr;
	uint32_t astr;
	uint32_t sstr;
	mesh_surface_make_offsets_from_format(p_format, p_vertex_len, 0, offsets, vstr, astr, sstr);
	return sstr;
}
void RenderingServer::mesh_surface_make_offsets_from_format(uint32_t p_format, int p_vertex_len, int p_index_len, uint32_t *r_offsets, uint32_t &r_vertex_element_size, uint32_t &r_attrib_element_size, uint32_t &r_skin_element_size) const {
	r_vertex_element_size = 0;
	r_attrib_element_size = 0;
	r_skin_element_size = 0;
	uint32_t *size_accum = nullptr;
	for (int i = 0; i < RS::ARRAY_MAX; i++) {
		r_offsets[i] = 0; 
		if (i == RS::ARRAY_VERTEX) {
			size_accum = &r_vertex_element_size;
		} else if (i == RS::ARRAY_COLOR) {
			size_accum = &r_attrib_element_size;
		} else if (i == RS::ARRAY_BONES) {
			size_accum = &r_skin_element_size;
		}
		if (!(p_format & (1 << i))) { 
			continue;
		}
		int elem_size = 0;
		switch (i) {