### 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
Vector<RS::SurfaceData> surfaces;
	for (int i = 0; i < p_surfaces.size(); i++) {
		surfaces.push_back(_dict_to_surf(p_surfaces[i]));
	}
	return mesh_create_from_surfaces(surfaces);
}
void RenderingServer::_mesh_add_surface(RID p_mesh, const Dictionary &p_surface) {
	mesh_add_surface(p_mesh, _dict_to_surf(p_surface));
}
Dictionary RenderingServer::_mesh_get_surface(RID p_mesh, int p_idx) {
	RS::SurfaceData sd = mesh_get_surface(p_mesh, p_idx);
	Dictionary d;
	d["primitive"] = sd.primitive;
	d["format"] = sd.format;
	d["vertex_data"] = sd.vertex_data;
	if (sd.attribute_data.size()) {
		d["attribute_data"] = sd.attribute_data;
	}
	if (sd.skin_data.size()) {
		d["skin_data"] = sd.skin_data;
	}
	d["vertex_count"] = sd.vertex_count;
	if (sd.index_count) {