### 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
ClassDB::bind_method(D_METHOD("instance_geometry_get_shader_parameter_default_value", "instance", "parameter"), &RenderingServer::instance_geometry_get_shader_parameter_default_value);
	ClassDB::bind_method(D_METHOD("instance_geometry_get_shader_parameter_list", "instance"), &RenderingServer::_instance_geometry_get_shader_parameter_list);
	ClassDB::bind_method(D_METHOD("instances_cull_aabb", "aabb", "scenario"), &RenderingServer::_instances_cull_aabb_bind, DEFVAL(RID()));
	ClassDB::bind_method(D_METHOD("instances_cull_ray", "from", "to", "scenario"), &RenderingServer::_instances_cull_ray_bind, DEFVAL(RID()));
	ClassDB::bind_method(D_METHOD("instances_cull_convex", "convex", "scenario"), &RenderingServer::_instances_cull_convex_bind, DEFVAL(RID()));
	BIND_ENUM_CONSTANT(INSTANCE_NONE);
	BIND_ENUM_CONSTANT(INSTANCE_MESH);
	BIND_ENUM_CONSTANT(INSTANCE_MULTIMESH);
	BIND_ENUM_CONSTANT(INSTANCE_PARTICLES);
	BIND_ENUM_CONSTANT(INSTANCE_PARTICLES_COLLISION);
	BIND_ENUM_CONSTANT(INSTANCE_LIGHT);
	BIND_ENUM_CONSTANT(INSTANCE_REFLECTION_PROBE);
	BIND_ENUM_CONSTANT(INSTANCE_DECAL);
	BIND_ENUM_CONSTANT(INSTANCE_VOXEL_GI);
	BIND_ENUM_CONSTANT(INSTANCE_LIGHTMAP);
	BIND_ENUM_CONSTANT(INSTANCE_OCCLUDER);
	BIND_ENUM_CONSTANT(INSTANCE_VISIBLITY_NOTIFIER);
	BIND_ENUM_CONSTANT(INSTANCE_FOG_VOLUME);
	BIND_ENUM_CONSTANT(INSTANCE_MAX);
	BIND_ENUM_CONSTANT(INSTANCE_GEOMETRY_MASK);
	BIND_ENUM_CONSTANT(INSTANCE_FLAG_USE_BAKED_LIGHT);
	BIND_ENUM_CONSTANT(INSTANCE_FLAG_USE_DYNAMIC_GI);
	BIND_ENUM_CONSTANT(INSTANCE_FLAG_DRAW_NEXT_FRAME_IF_VISIBLE);
	BIND_ENUM_CONSTANT(INSTANCE_FLAG_IGNORE_OCCLUSION_CULLING);
	BIND_ENUM_CONSTANT(INSTANCE_FLAG_MAX);
	BIND_ENUM_CONSTANT(SHADOW_CASTING_SETTING_OFF);
	BIND_ENUM_CONSTANT(SHADOW_CASTING_SETTING_ON);
	BIND_ENUM_CONSTANT(SHADOW_CASTING_SETTING_DOUBLE_SIDED);
	BIND_ENUM_CONSTANT(SHADOW_CASTING_SETTING_SHADOWS_ONLY);
	BIND_ENUM_CONSTANT(VISIBILITY_RANGE_FADE_DISABLED);