### Godot version

4.1.1-stable

### System information

Windows 10

### Issue description

When the project loads in editor, all the settings defined in project settings will be loaded over the default values, but when running the game nearly 95% of them will be ignored resulting in just loading the default settings.

here it's just loading only 4 variables from project setting and i have added the fifth in this pull request https://github.com/godotengine/godot/pull/80151
![image](https://github.com/godotengine/godot/assets/53877170/926168a6-e6d3-4983-b59d-7fd202db681d)

}
				_add_to_batch(r_index, r_batch_broken);
			} break;
			case Item::Command::TYPE_TRANSFORM: {
				const Item::CommandTransform *transform = static_cast<const Item::CommandTransform *>(c);
				draw_transform = transform->xform;
			} break;
			case Item::Command::TYPE_CLIP_IGNORE: {
				const Item::CommandClipIgnore *ci = static_cast<const Item::CommandClipIgnore *>(c);
				if (current_clip) {
					if (ci->ignore != reclip) {
						_new_batch(r_batch_broken);
						if (ci->ignore) {
							state.canvas_instance_batches[state.current_batch_index].clip = nullptr;
							reclip = true;
						} else {
							state.canvas_instance_batches[state.current_batch_index].clip = current_clip;
							reclip = false;
						}
					}
				}
			} break;
			case Item::Command::TYPE_ANIMATION_SLICE: {
				const Item::CommandAnimationSlice *as = static_cast<const Item::CommandAnimationSlice *>(c);
				double current_time = RSG::rasterizer->get_total_time();
				double local_time = Math::fposmod(current_time - as->offset, as->animation_length);
				skipping = !(local_time >= as->slice_begin && local_time < as->slice_end);
				RenderingServerDefault::redraw_request(); 
			} break;
		}