### 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
uint32_t bone_count = (p_format & ARRAY_FLAG_USE_8_BONE_WEIGHTS) ? 8 : 4;
				elem_size = sizeof(uint16_t) * bone_count;
			} break;
			case RS::ARRAY_INDEX: {
				if (p_index_len <= 0) {
					ERR_PRINT("index_array_len==NO_INDEX_ARRAY");
					break;
				}
				
				if (p_vertex_len <= (1 << 16) && p_vertex_len > 0) {
					elem_size = 2;
				} else {
					elem_size = 4;
				}
				r_offsets[i] = elem_size;
				continue;
			}
			default: {
				ERR_FAIL();
			}
		}
		if (size_accum != nullptr) {
			r_offsets[i] = (*size_accum);
			(*size_accum) += elem_size;
		} else {
			r_offsets[i] = 0;
		}
	}
}
Error RenderingServer::mesh_create_surface_data_from_arrays(SurfaceData *r_surface_data, PrimitiveType p_primitive, const Array &p_arrays, const Array &p_blend_shapes, const Dictionary &p_lods, uint32_t p_compress_format) {