### 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
BIND_ENUM_CONSTANT(ENV_SDFGI_CONVERGE_IN_20_FRAMES);
	BIND_ENUM_CONSTANT(ENV_SDFGI_CONVERGE_IN_25_FRAMES);
	BIND_ENUM_CONSTANT(ENV_SDFGI_CONVERGE_IN_30_FRAMES);
	BIND_ENUM_CONSTANT(ENV_SDFGI_CONVERGE_MAX);
	BIND_ENUM_CONSTANT(ENV_SDFGI_UPDATE_LIGHT_IN_1_FRAME);
	BIND_ENUM_CONSTANT(ENV_SDFGI_UPDATE_LIGHT_IN_2_FRAMES);
	BIND_ENUM_CONSTANT(ENV_SDFGI_UPDATE_LIGHT_IN_4_FRAMES);
	BIND_ENUM_CONSTANT(ENV_SDFGI_UPDATE_LIGHT_IN_8_FRAMES);
	BIND_ENUM_CONSTANT(ENV_SDFGI_UPDATE_LIGHT_IN_16_FRAMES);
	BIND_ENUM_CONSTANT(ENV_SDFGI_UPDATE_LIGHT_MAX);
	BIND_ENUM_CONSTANT(SUB_SURFACE_SCATTERING_QUALITY_DISABLED);
	BIND_ENUM_CONSTANT(SUB_SURFACE_SCATTERING_QUALITY_LOW);
	BIND_ENUM_CONSTANT(SUB_SURFACE_SCATTERING_QUALITY_MEDIUM);
	BIND_ENUM_CONSTANT(SUB_SURFACE_SCATTERING_QUALITY_HIGH);
	
	ClassDB::bind_method(D_METHOD("camera_attributes_create"), &RenderingServer::camera_attributes_create);
	ClassDB::bind_method(D_METHOD("camera_attributes_set_dof_blur_quality", "quality", "use_jitter"), &RenderingServer::camera_attributes_set_dof_blur_quality);
	ClassDB::bind_method(D_METHOD("camera_attributes_set_dof_blur_bokeh_shape", "shape"), &RenderingServer::camera_attributes_set_dof_blur_bokeh_shape);
	ClassDB::bind_method(D_METHOD("camera_attributes_set_dof_blur", "camera_attributes", "far_enable", "far_distance", "far_transition", "near_enable", "near_distance", "near_transition", "amount"), &RenderingServer::camera_attributes_set_dof_blur);
	ClassDB::bind_method(D_METHOD("camera_attributes_set_exposure", "camera_attributes", "multiplier", "normalization"), &RenderingServer::camera_attributes_set_exposure);
	ClassDB::bind_method(D_METHOD("camera_attributes_set_auto_exposure", "camera_attributes", "enable", "min_sensitivity", "max_sensitivity", "speed", "scale"), &RenderingServer::camera_attributes_set_auto_exposure);
	BIND_ENUM_CONSTANT(DOF_BOKEH_BOX);
	BIND_ENUM_CONSTANT(DOF_BOKEH_HEXAGON);
	BIND_ENUM_CONSTANT(DOF_BOKEH_CIRCLE);
	BIND_ENUM_CONSTANT(DOF_BLUR_QUALITY_VERY_LOW);
	BIND_ENUM_CONSTANT(DOF_BLUR_QUALITY_LOW);
	BIND_ENUM_CONSTANT(DOF_BLUR_QUALITY_MEDIUM);
	BIND_ENUM_CONSTANT(DOF_BLUR_QUALITY_HIGH);
	
	ClassDB::bind_method(D_METHOD("scenario_create"), &RenderingServer::scenario_create);