### 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::ARRAY_VERTEX: {
				if (p_format & ARRAY_FLAG_USE_2D_VERTICES) {
					elem_size = 2;
				} else {
					elem_size = 3;
				}
				elem_size *= sizeof(float);
			} break;
			case RS::ARRAY_NORMAL: {
				elem_size = 4;
			} break;
			case RS::ARRAY_TANGENT: {
				elem_size = 4;
			} break;
			case RS::ARRAY_COLOR: {
				elem_size = 4;
			} break;
			case RS::ARRAY_TEX_UV: {
				elem_size = 8;
			} break;
			case RS::ARRAY_TEX_UV2: {
				elem_size = 8;
			} break;
			case RS::ARRAY_CUSTOM0:
			case RS::ARRAY_CUSTOM1:
			case RS::ARRAY_CUSTOM2:
			case RS::ARRAY_CUSTOM3: {
				uint32_t format = (p_format >> (ARRAY_FORMAT_CUSTOM_BASE + (ARRAY_FORMAT_CUSTOM_BITS * (i - ARRAY_CUSTOM0)))) & ARRAY_FORMAT_CUSTOM_MASK;
				switch (format) {
					case ARRAY_CUSTOM_RGBA8_UNORM: {