Asset marked with HideFlags.DontSave at runtime is modified on disk anyway

I have a class that manages a RenderTexture, like so:

public class OceanRenderTexture : MonoBehaviour
{
    public RenderTexture renderTexture;
    private float multiplier = 1.0f;

    void Start()
    {
        renderTexture.hideFlags = HideFlags.DontSave;
    }

    void Update()
    {
        Assert.IsNotNull(renderTexture);

        multiplier = GameConfiguration.GetWaterTextureQualityMultiplier(GameConfiguration.Instance.OffscreenTextureQuality);

        // The screen resolution may have changed, or the mutiplier setting!
        int w = Mathf.FloorToInt(Screen.width * multiplier);
        int h = Mathf.FloorToInt(Screen.height * multiplier);

        if (renderTexture.width != w || renderTexture.height != h)
        {
            renderTexture.Release();
            renderTexture.width = w;
            renderTexture.height = h;
            renderTexture.Create();
        }
    }
}

At runtime, the width and height may need to update. But when this happens, I do not want to incur a change on disk - the change should be disregarded whenever this happens at runtime.

(the reasoning is that we’re getting a lot of git conflicts because of this constantly changing file)

I figured that this would be easy: I’m setting HideFlags.DontSave in Start(), but this does not work. The file is still changed on disk after running the game once:

Please note: it’s a deliberate choice not to instantiate a clone at runtime - I have several references to this texture in data files and I do not want to update the references - I’d rather use the original asset.

How can I go about this? Thanks!