- *Related to https://github.com/godotengine/godot/issues/74139.*

### Godot version

4.0.rc6

### System information

Fedora 37, GeForce RTX 4090 (NVIDIA 525.85.05)

### Issue description

VoxelGI does not preserve CameraAttributes across scene reloads. This leads to baked GI not containing light information (and only displaying ambient occlusion instead).

### After baking VoxelGI, before reloading the scene

*I increase exposure sensitivity to 3200 ISO, but this occurs with the default CameraAttributesPhysical settings too.*

![Screenshot_20230301_013751](https://user-images.githubusercontent.com/180032/222015520-81d2a50b-089b-4219-9680-c6539e09dfb2.png)

### After baking VoxelGI, saving then reloading the scene

*This is the result when running the project from the editor too.*

![Screenshot_20230301_013757](https://user-images.githubusercontent.com/180032/222015525-5048babe-d825-4421-bd4d-054cc8eee599.png)

### VoxelGI disabled (for comparison)

![Screenshot_20230301_013802](https://user-images.githubusercontent.com/180032/222015526-fbf3a3b0-2d53-4342-85e7-cd9f88d2df02.png)


### Steps to reproduce

- Follow [Physical light and camera units](https://docs.godotengine.org/en/latest/tutorials/3d/physical_light_and_camera_units.html) documentation to enable physical light and camera units in a project.
- Set up VoxelGI then bake it.

### Minimal reproduction project

[physical_light_camera_units.zip](https://github.com/godotengine/godot/files/10855923/physical_light_camera_units.zip)

void _find_meshes(Node *p_at_node, List<PlotMesh> &plot_meshes);
	void _debug_bake();
protected:
	static void _bind_methods();
#ifndef DISABLE_DEPRECATED
	bool _set(const StringName &p_name, const Variant &p_value);
	bool _get(const StringName &p_name, Variant &r_property) const;
#endif 
public:
	static BakeBeginFunc bake_begin_function;
	static BakeStepFunc bake_step_function;
	static BakeEndFunc bake_end_function;
	void set_probe_data(const Ref<VoxelGIData> &p_data);
	Ref<VoxelGIData> get_probe_data() const;
	void set_subdiv(Subdiv p_subdiv);
	Subdiv get_subdiv() const;
	void set_size(const Vector3 &p_size);
	Vector3 get_size() const;
	void set_camera_attributes(const Ref<CameraAttributes> &p_camera_attributes);
	Ref<CameraAttributes> get_camera_attributes() const;
	Vector3i get_estimated_cell_size() const;
	void bake(Node *p_from_node = nullptr, bool p_create_visual_debug = false);
	virtual AABB get_aabb() const override;
	PackedStringArray get_configuration_warnings() const override;
	VoxelGI();
	~VoxelGI();
};
VARIANT_ENUM_CAST(VoxelGI::Subdiv)
#endif