### Godot version

4.0.3-stable

### System information

Linux 6.3.6-arch1-1

### Issue description

When using RenderingServer.light_set_param, the enum LIGHT_PARAM_INTESNITY is missing. It's usable in c++, as seen in [godot/scene/3d/light_3d.h](https://github.com/godotengine/godot/blob/e74bf831c2d3ece79b849405f03999281f807648/scene/3d/light_3d.h#L61), but isn't bound for GDScript in [godot/servers/rendering_server.cpp](https://github.com/godotengine/godot/blob/e74bf831c2d3ece79b849405f03999281f807648/servers/rendering_server.cpp#L1916) with the other LightParam enum values.

### Steps to reproduce

This code produces the error: Cannot find member "LIGHT_PARAM_INTENSITY" in base "RenderingServer".
```

var light_RID = RenderingServer.spot_light_create()
RenderingServer.light_set_param(light_RID, RenderingServer.LIGHT_PARAM_INTENSITY, 10)

```

### Minimal reproduction project

[MissingEnum.zip](https://github.com/godotengine/godot/files/11835811/MissingEnum.zip)

BIND_ENUM_CONSTANT(LIGHT_PARAM_RANGE);
	BIND_ENUM_CONSTANT(LIGHT_PARAM_SIZE);
	BIND_ENUM_CONSTANT(LIGHT_PARAM_ATTENUATION);
	BIND_ENUM_CONSTANT(LIGHT_PARAM_SPOT_ANGLE);
	BIND_ENUM_CONSTANT(LIGHT_PARAM_SPOT_ATTENUATION);
	BIND_ENUM_CONSTANT(LIGHT_PARAM_SHADOW_MAX_DISTANCE);
	BIND_ENUM_CONSTANT(LIGHT_PARAM_SHADOW_SPLIT_1_OFFSET);
	BIND_ENUM_CONSTANT(LIGHT_PARAM_SHADOW_SPLIT_2_OFFSET);
	BIND_ENUM_CONSTANT(LIGHT_PARAM_SHADOW_SPLIT_3_OFFSET);
	BIND_ENUM_CONSTANT(LIGHT_PARAM_SHADOW_FADE_START);
	BIND_ENUM_CONSTANT(LIGHT_PARAM_SHADOW_NORMAL_BIAS);
	BIND_ENUM_CONSTANT(LIGHT_PARAM_SHADOW_BIAS);
	BIND_ENUM_CONSTANT(LIGHT_PARAM_SHADOW_PANCAKE_SIZE);
	BIND_ENUM_CONSTANT(LIGHT_PARAM_SHADOW_OPACITY);
	BIND_ENUM_CONSTANT(LIGHT_PARAM_SHADOW_BLUR);
	BIND_ENUM_CONSTANT(LIGHT_PARAM_TRANSMITTANCE_BIAS);
	BIND_ENUM_CONSTANT(LIGHT_PARAM_MAX);
	BIND_ENUM_CONSTANT(LIGHT_BAKE_DISABLED);
	BIND_ENUM_CONSTANT(LIGHT_BAKE_STATIC);
	BIND_ENUM_CONSTANT(LIGHT_BAKE_DYNAMIC);
	BIND_ENUM_CONSTANT(LIGHT_OMNI_SHADOW_DUAL_PARABOLOID);
	BIND_ENUM_CONSTANT(LIGHT_OMNI_SHADOW_CUBE);
	BIND_ENUM_CONSTANT(LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL);
	BIND_ENUM_CONSTANT(LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS);
	BIND_ENUM_CONSTANT(LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS);
	BIND_ENUM_CONSTANT(LIGHT_DIRECTIONAL_SKY_MODE_LIGHT_AND_SKY);
	BIND_ENUM_CONSTANT(LIGHT_DIRECTIONAL_SKY_MODE_LIGHT_ONLY);
	BIND_ENUM_CONSTANT(LIGHT_DIRECTIONAL_SKY_MODE_SKY_ONLY);
	ClassDB::bind_method(D_METHOD("positional_soft_shadow_filter_set_quality", "quality"), &RenderingServer::positional_soft_shadow_filter_set_quality);
	ClassDB::bind_method(D_METHOD("directional_soft_shadow_filter_set_quality", "quality"), &RenderingServer::directional_soft_shadow_filter_set_quality);