### 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
List<PropertyInfo> l;
	get_shader_parameter_list(p_shader, &l);
	return convert_property_list(&l);
}
static RS::SurfaceData _dict_to_surf(const Dictionary &p_dictionary) {
	ERR_FAIL_COND_V(!p_dictionary.has("primitive"), RS::SurfaceData());
	ERR_FAIL_COND_V(!p_dictionary.has("format"), RS::SurfaceData());
	ERR_FAIL_COND_V(!p_dictionary.has("vertex_data"), RS::SurfaceData());
	ERR_FAIL_COND_V(!p_dictionary.has("vertex_count"), RS::SurfaceData());
	ERR_FAIL_COND_V(!p_dictionary.has("aabb"), RS::SurfaceData());
	RS::SurfaceData sd;
	sd.primitive = RS::PrimitiveType(int(p_dictionary["primitive"]));
	sd.format = p_dictionary["format"];
	sd.vertex_data = p_dictionary["vertex_data"];
	if (p_dictionary.has("attribute_data")) {
		sd.attribute_data = p_dictionary["attribute_data"];
	}
	if (p_dictionary.has("skin_data")) {
		sd.skin_data = p_dictionary["skin_data"];
	}
	sd.vertex_count = p_dictionary["vertex_count"];
	if (p_dictionary.has("index_data")) {
		sd.index_data = p_dictionary["index_data"];
		ERR_FAIL_COND_V(!p_dictionary.has("index_count"), RS::SurfaceData());
		sd.index_count = p_dictionary["index_count"];