### Godot version

4.0.3.stable

### System information

Windows 11, ask for more info if needed, I'm not sure what else would be needed here.

### Issue description

Issue also asked about on Godot Q&A (currently unresolved): https://ask.godotengine.org/155740/godot-automatically-creating-tabs-script-template-how-that

I have a script template that I use for all my scripts. In this template, I have an instance of a long line of spaces leading to a comment (this is my commenting method of choice, putting all comments on the right). Looks like (without underscores, would be spaces):
my code  _    _    _    _    _    _    _    _    _    _    _    # my comment

It worked perfectly in prior versions, though after switching to Godot 4 it has started converting my groups of spaces into tabs. It now looks like this (with the indent carrots), despite me only including spaces there in my .gd file:
my code  >    >    >    >    >    >    >    >    >       # my comment

I cannot find a way to disable this "feature" and believe it to truly be a bug. Mr. J. Godfrey (a Godot contributor/Q&A admin I think?) believes so as well. I have taken a look at the indentation section of the editor settings but this is a different feature. I like tabs for indents, and am not trying to change that. I just don't want Godot to auto-change my spaces into indents when it sees a group of them. I understand others may, so I'm proposing there is an option created for that (or please inform me of which one it is if it exists). When I create/edit this template in Notepad, I'm able to verify that it is indeed just normal spaces.

### Steps to reproduce

1) Go to this link and download the script template I created (this program won't let me attach a .gd for some reason):
https://drive.google.com/file/d/1oXPKAn_3DulkF2oIFNYTFV3QKuNKdGz-/view?usp=sharing

2) Load it into a folder called "Objects" within your script templates folder (you may need to create this folder, found at *Godot master folder location*...Godot Engine\editor_data\script_templates\

3) Create a new script in Godot 4.0.3.stable and select this file as the template. You may need to create it on a node, type shouldn't matter.

4) Open the new script and see that the "extends" line has a bunch of tab indents when it should just be spaces.

### Minimal reproduction project

N/A, this is trivial
// Templates can be stored in tree different locations.
		Vector<ScriptLanguage::TemplateLocation> template_locations;
		template_locations.append(ScriptLanguage::TEMPLATE_PROJECT);
		template_locations.append(ScriptLanguage::TEMPLATE_EDITOR);
		template_locations.append(ScriptLanguage::TEMPLATE_BUILT_IN);
		for (const ScriptLanguage::TemplateLocation &template_location : template_locations) {
			String display_name = _get_script_origin_label(template_location);
			bool separator = false;
			int ancestor_level = 0;
			for (const String &current_node : hierarchy) {
				Vector<ScriptLanguage::ScriptTemplate> templates_found;
				if (template_location == ScriptLanguage::TEMPLATE_BUILT_IN) {
					templates_found = language->get_built_in_templates(current_node);
				} else {
					String template_directory;
					if (template_location == ScriptLanguage::TEMPLATE_PROJECT) {
						template_directory = EditorPaths::get_singleton()->get_project_script_templates_dir();
					} else {
						template_directory = EditorPaths::get_singleton()->get_script_templates_dir();
					}
					templates_found = _get_user_templates(language, current_node, template_directory, template_location);
				}
				if (!templates_found.is_empty()) {
					if (!separator) {
						template_menu->add_separator();
						template_menu->set_item_text(-1, display_name);
						separator = true;
					}
					for (ScriptLanguage::ScriptTemplate &t : templates_found) {
						template_menu->add_item(t.inherit + ": " + t.name);