### 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
tangents.push_back(normal_points[m_idx][1]); \
	tangents.push_back(normal_points[m_idx][2]); \
	tangents.push_back(normal_points[m_idx][0]); \
	tangents.push_back(1.0);                     \
	uvs.push_back(Vector3(uv_points[m_idx * 2 + 0], uv_points[m_idx * 2 + 1], 0));
	for (int i = 0; i < 6; i++) {
		Vector3 face_points[4];
		Vector3 normal_points[4];
		float uv_points[8] = { 0, 0, 0, 1, 1, 1, 1, 0 };
		for (int j = 0; j < 4; j++) {
			float v[3];
			v[0] = 1.0;
			v[1] = 1 - 2 * ((j >> 1) & 1);
			v[2] = v[1] * (1 - 2 * (j & 1));
			for (int k = 0; k < 3; k++) {
				if (i < 3) {
					face_points[j][(i + k) % 3] = v[k];
				} else {
					face_points[3 - j][(i + k) % 3] = -v[k];
				}
			}
			normal_points[j] = Vector3();
			normal_points[j][i % 3] = (i >= 3 ? -1 : 1);
		}
		
		ADD_VTX(0);
		ADD_VTX(1);
		ADD_VTX(2);
		
		ADD_VTX(2);