### 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
case RS::GLOBAL_VAR_TYPE_IVEC3:
			return ShaderLanguage::TYPE_IVEC3;
		case RS::GLOBAL_VAR_TYPE_IVEC4:
			return ShaderLanguage::TYPE_IVEC4;
		case RS::GLOBAL_VAR_TYPE_RECT2I:
			return ShaderLanguage::TYPE_IVEC4;
		case RS::GLOBAL_VAR_TYPE_UINT:
			return ShaderLanguage::TYPE_UINT;
		case RS::GLOBAL_VAR_TYPE_UVEC2:
			return ShaderLanguage::TYPE_UVEC2;
		case RS::GLOBAL_VAR_TYPE_UVEC3:
			return ShaderLanguage::TYPE_UVEC3;
		case RS::GLOBAL_VAR_TYPE_UVEC4:
			return ShaderLanguage::TYPE_UVEC4;
		case RS::GLOBAL_VAR_TYPE_FLOAT:
			return ShaderLanguage::TYPE_FLOAT;
		case RS::GLOBAL_VAR_TYPE_VEC2:
			return ShaderLanguage::TYPE_VEC2;
		case RS::GLOBAL_VAR_TYPE_VEC3:
			return ShaderLanguage::TYPE_VEC3;
		case RS::GLOBAL_VAR_TYPE_VEC4:
			return ShaderLanguage::TYPE_VEC4;
		case RS::GLOBAL_VAR_TYPE_COLOR:
			return ShaderLanguage::TYPE_VEC4;
		case RS::GLOBAL_VAR_TYPE_RECT2:
			return ShaderLanguage::TYPE_VEC4;
		case RS::GLOBAL_VAR_TYPE_MAT2:
			return ShaderLanguage::TYPE_MAT2;
		case RS::GLOBAL_VAR_TYPE_MAT3:
			return ShaderLanguage::TYPE_MAT3;