### 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
Vector<AABB> vec = RS::get_singleton()->mesh_surface_get_skeleton_aabb(p_mesh, p_surface);
	Array arr;
	for (int i = 0; i < vec.size(); i++) {
		arr[i] = vec[i];
	}
	return arr;
}
#endif
int RenderingServer::global_shader_uniform_type_get_shader_datatype(GlobalShaderParameterType p_type) {
	switch (p_type) {
		case RS::GLOBAL_VAR_TYPE_BOOL:
			return ShaderLanguage::TYPE_BOOL;
		case RS::GLOBAL_VAR_TYPE_BVEC2:
			return ShaderLanguage::TYPE_BVEC2;
		case RS::GLOBAL_VAR_TYPE_BVEC3:
			return ShaderLanguage::TYPE_BVEC3;
		case RS::GLOBAL_VAR_TYPE_BVEC4:
			return ShaderLanguage::TYPE_BVEC4;
		case RS::GLOBAL_VAR_TYPE_INT:
			return ShaderLanguage::TYPE_INT;
		case RS::GLOBAL_VAR_TYPE_IVEC2:
			return ShaderLanguage::TYPE_IVEC2;