### 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
ERR_FAIL_INDEX_V(p_primitive, RS::PRIMITIVE_MAX, ERR_INVALID_PARAMETER);
	ERR_FAIL_COND_V(p_arrays.size() != RS::ARRAY_MAX, ERR_INVALID_PARAMETER);
	uint32_t format = 0;
	
	int index_array_len = 0;
	int array_len = 0;
	for (int i = 0; i < p_arrays.size(); i++) {
		if (p_arrays[i].get_type() == Variant::NIL) {
			continue;
		}
		format |= (1 << i);
		if (i == RS::ARRAY_VERTEX) {
			switch (p_arrays[i].get_type()) {