- *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)

return use_two_bounces;
}
RID VoxelGIData::get_rid() const {
	return probe;
}
void VoxelGIData::_bind_methods() {
	ClassDB::bind_method(D_METHOD("allocate", "to_cell_xform", "aabb", "octree_size", "octree_cells", "data_cells", "distance_field", "level_counts"), &VoxelGIData::allocate);
	ClassDB::bind_method(D_METHOD("get_bounds"), &VoxelGIData::get_bounds);
	ClassDB::bind_method(D_METHOD("get_octree_size"), &VoxelGIData::get_octree_size);
	ClassDB::bind_method(D_METHOD("get_to_cell_xform"), &VoxelGIData::get_to_cell_xform);
	ClassDB::bind_method(D_METHOD("get_octree_cells"), &VoxelGIData::get_octree_cells);
	ClassDB::bind_method(D_METHOD("get_data_cells"), &VoxelGIData::get_data_cells);
	ClassDB::bind_method(D_METHOD("get_level_counts"), &VoxelGIData::get_level_counts);
	ClassDB::bind_method(D_METHOD("set_dynamic_range", "dynamic_range"), &VoxelGIData::set_dynamic_range);
	ClassDB::bind_method(D_METHOD("get_dynamic_range"), &VoxelGIData::get_dynamic_range);
	ClassDB::bind_method(D_METHOD("set_energy", "energy"), &VoxelGIData::set_energy);
	ClassDB::bind_method(D_METHOD("get_energy"), &VoxelGIData::get_energy);
	ClassDB::bind_method(D_METHOD("set_bias", "bias"), &VoxelGIData::set_bias);
	ClassDB::bind_method(D_METHOD("get_bias"), &VoxelGIData::get_bias);
	ClassDB::bind_method(D_METHOD("set_normal_bias", "bias"), &VoxelGIData::set_normal_bias);
	ClassDB::bind_method(D_METHOD("get_normal_bias"), &VoxelGIData::get_normal_bias);
	ClassDB::bind_method(D_METHOD("set_propagation", "propagation"), &VoxelGIData::set_propagation);
	ClassDB::bind_method(D_METHOD("get_propagation"), &VoxelGIData::get_propagation);
	ClassDB::bind_method(D_METHOD("set_interior", "interior"), &VoxelGIData::set_interior);
	ClassDB::bind_method(D_METHOD("is_interior"), &VoxelGIData::is_interior);
	ClassDB::bind_method(D_METHOD("set_use_two_bounces", "enable"), &VoxelGIData::set_use_two_bounces);
	ClassDB::bind_method(D_METHOD("is_using_two_bounces"), &VoxelGIData::is_using_two_bounces);
	ClassDB::bind_method(D_METHOD("_set_data", "data"), &VoxelGIData::_set_data);