### 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("canvas_light_set_enabled", "light", "enabled"), &RenderingServer::canvas_light_set_enabled);
	ClassDB::bind_method(D_METHOD("canvas_light_set_texture_scale", "light", "scale"), &RenderingServer::canvas_light_set_texture_scale);
	ClassDB::bind_method(D_METHOD("canvas_light_set_transform", "light", "transform"), &RenderingServer::canvas_light_set_transform);
	ClassDB::bind_method(D_METHOD("canvas_light_set_texture", "light", "texture"), &RenderingServer::canvas_light_set_texture);
	ClassDB::bind_method(D_METHOD("canvas_light_set_texture_offset", "light", "offset"), &RenderingServer::canvas_light_set_texture_offset);
	ClassDB::bind_method(D_METHOD("canvas_light_set_color", "light", "color"), &RenderingServer::canvas_light_set_color);
	ClassDB::bind_method(D_METHOD("canvas_light_set_height", "light", "height"), &RenderingServer::canvas_light_set_height);
	ClassDB::bind_method(D_METHOD("canvas_light_set_energy", "light", "energy"), &RenderingServer::canvas_light_set_energy);
	ClassDB::bind_method(D_METHOD("canvas_light_set_z_range", "light", "min_z", "max_z"), &RenderingServer::canvas_light_set_z_range);
	ClassDB::bind_method(D_METHOD("canvas_light_set_layer_range", "light", "min_layer", "max_layer"), &RenderingServer::canvas_light_set_layer_range);
	ClassDB::bind_method(D_METHOD("canvas_light_set_item_cull_mask", "light", "mask"), &RenderingServer::canvas_light_set_item_cull_mask);
	ClassDB::bind_method(D_METHOD("canvas_light_set_item_shadow_cull_mask", "light", "mask"), &RenderingServer::canvas_light_set_item_shadow_cull_mask);
	ClassDB::bind_method(D_METHOD("canvas_light_set_mode", "light", "mode"), &RenderingServer::canvas_light_set_mode);
	ClassDB::bind_method(D_METHOD("canvas_light_set_shadow_enabled", "light", "enabled"), &RenderingServer::canvas_light_set_shadow_enabled);
	ClassDB::bind_method(D_METHOD("canvas_light_set_shadow_filter", "light", "filter"), &RenderingServer::canvas_light_set_shadow_filter);
	ClassDB::bind_method(D_METHOD("canvas_light_set_shadow_color", "light", "color"), &RenderingServer::canvas_light_set_shadow_color);
	ClassDB::bind_method(D_METHOD("canvas_light_set_shadow_smooth", "light", "smooth"), &RenderingServer::canvas_light_set_shadow_smooth);
	ClassDB::bind_method(D_METHOD("canvas_light_set_blend_mode", "light", "mode"), &RenderingServer::canvas_light_set_blend_mode);
	BIND_ENUM_CONSTANT(CANVAS_LIGHT_MODE_POINT);
	BIND_ENUM_CONSTANT(CANVAS_LIGHT_MODE_DIRECTIONAL);
	BIND_ENUM_CONSTANT(CANVAS_LIGHT_BLEND_MODE_ADD);
	BIND_ENUM_CONSTANT(CANVAS_LIGHT_BLEND_MODE_SUB);
	BIND_ENUM_CONSTANT(CANVAS_LIGHT_BLEND_MODE_MIX);
	BIND_ENUM_CONSTANT(CANVAS_LIGHT_FILTER_NONE);
	BIND_ENUM_CONSTANT(CANVAS_LIGHT_FILTER_PCF5);
	BIND_ENUM_CONSTANT(CANVAS_LIGHT_FILTER_PCF13);
	BIND_ENUM_CONSTANT(CANVAS_LIGHT_FILTER_MAX);
	
	ClassDB::bind_method(D_METHOD("canvas_light_occluder_create"), &RenderingServer::canvas_light_occluder_create);
	ClassDB::bind_method(D_METHOD("canvas_light_occluder_attach_to_canvas", "occluder", "canvas"), &RenderingServer::canvas_light_occluder_attach_to_canvas);