### 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
const uint8_t *ir = p_index_data.ptr();
				Vector<int> arr;
				arr.resize(p_index_len);
				if (p_vertex_len <= (1 << 16)) {
					int *w = arr.ptrw();
					for (int j = 0; j < p_index_len; j++) {
						const uint16_t *v = (const uint16_t *)&ir[j * 2];
						w[j] = *v;
					}
				} else {
					int *w = arr.ptrw();
					for (int j = 0; j < p_index_len; j++) {
						const int *v = (const int *)&ir[j * 4];
						w[j] = *v;
					}
				}
				ret[i] = arr;
			} break;
			default: {
				ERR_FAIL_V(ret);
			}
		}
	}
	return ret;
}
Array RenderingServer::mesh_surface_get_arrays(RID p_mesh, int p_surface) const {
	SurfaceData sd = mesh_get_surface(p_mesh, p_surface);
	return mesh_create_arrays_from_surface_data(sd);
}
Dictionary RenderingServer::mesh_surface_get_lods(RID p_mesh, int p_surface) const {