### Godot version

4.0-beta14

### System information

Windows 11 (10.0.22621)

### Issue description

When opening seemingly any project in the editor it will add the following to the project's `project.godot` file, if it wasn't already explicitly set previously:

```
[editor]

export/convert_text_resources_to_binary=true
```

... despite this already being the default value for this project setting.

This seems to be caused by #63312, which redefined this project setting with a different default value (`false`) from the original one (`true`).

https://github.com/godotengine/godot/blob/2ec0da1a75a066fe88986fc6ceda22fbabf7eedd/editor/export/editor_export.cpp#L357

https://github.com/godotengine/godot/blob/2ec0da1a75a066fe88986fc6ceda22fbabf7eedd/editor/export/editor_export_plugin.cpp#L230

### Steps to reproduce

1. Create a new project (or use the bundled one)
2. Open the editor
3. Close the editor
4. Note `export/convert_text_resources_to_binary=true` in the project's `project.godot` file

### Minimal reproduction project

[project.zip](https://github.com/godotengine/godot/files/10472311/project.zip)
ios_project_static_libs.push_back(p_path);
}
Vector<String> EditorExportPlugin::get_ios_project_static_libs() const {
	return ios_project_static_libs;
}
void EditorExportPlugin::_export_file_script(const String &p_path, const String &p_type, const Vector<String> &p_features) {
	GDVIRTUAL_CALL(_export_file, p_path, p_type, p_features);
}
void EditorExportPlugin::_export_begin_script(const Vector<String> &p_features, bool p_debug, const String &p_path, int p_flags) {
	GDVIRTUAL_CALL(_export_begin, p_features, p_debug, p_path, p_flags);
}
void EditorExportPlugin::_export_end_script() {
	GDVIRTUAL_CALL(_export_end);
}
bool EditorExportPlugin::_begin_customize_resources(const Ref<EditorExportPlatform> &p_platform, const Vector<String> &p_features) const {
	bool ret = false;
	GDVIRTUAL_CALL(_begin_customize_resources, p_platform, p_features, ret);
	return ret;
}
Ref<Resource> EditorExportPlugin::_customize_resource(const Ref<Resource> &p_resource, const String &p_path) {
	Ref<Resource> ret;
	GDVIRTUAL_REQUIRED_CALL(_customize_resource, p_resource, p_path, ret);
	return ret;
}
bool EditorExportPlugin::_begin_customize_scenes(const Ref<EditorExportPlatform> &p_platform, const Vector<String> &p_features) const {
	bool ret = false;
	GDVIRTUAL_CALL(_begin_customize_scenes, p_platform, p_features, ret);
	return ret;
}
Node *EditorExportPlugin::_customize_scene(Node *p_root, const String &p_path) {