### 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<Ref<Image>> images;
	images.resize(p_layers.size());
	for (int i = 0; i < p_layers.size(); i++) {
		images.write[i] = p_layers[i];
	}
	return images;
}
RID RenderingServer::_texture_2d_layered_create(const TypedArray<Image> &p_layers, TextureLayeredType p_layered_type) {
	return texture_2d_layered_create(_get_imgvec(p_layers), p_layered_type);
}
RID RenderingServer::_texture_3d_create(Image::Format p_format, int p_width, int p_height, int p_depth, bool p_mipmaps, const TypedArray<Image> &p_data) {
	return texture_3d_create(p_format, p_width, p_height, p_depth, p_mipmaps, _get_imgvec(p_data));
}
void RenderingServer::_texture_3d_update(RID p_texture, const TypedArray<Image> &p_data) {
	texture_3d_update(p_texture, _get_imgvec(p_data));
}
TypedArray<Image> RenderingServer::_texture_3d_get(RID p_texture) const {
	Vector<Ref<Image>> images = texture_3d_get(p_texture);
	TypedArray<Image> ret;
	ret.resize(images.size());
	for (int i = 0; i < images.size(); i++) {
		ret[i] = images[i];
	}
	return ret;
}
TypedArray<Dictionary> RenderingServer::_shader_get_shader_parameter_list(RID p_shader) const {