### 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)

backbuffer_gen_mipmaps = false;
			material_screen_texture_mipmaps_cached = true;
		}
		
		if (skip_item) {
			skip_item = false;
		} else {
			items[item_count++] = ci;
		}
		if (!ci->next || item_count == MAX_RENDER_ITEMS - 1) {
			if (update_skeletons) {
				mesh_storage->update_mesh_instances();
				update_skeletons = false;
			}
			_render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list, r_sdf_used, canvas_group_owner != nullptr);
			
			item_count = 0;
		}
		ci = ci->next;
	}
	if (time_used) {
		RenderingServerDefault::redraw_request();
	}
	state.canvas_instance_data_buffers[state.current_data_buffer_index].fence = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
	
	reset_canvas();
	state.current_data_buffer_index = (state.current_data_buffer_index + 1) % state.canvas_instance_data_buffers.size();
	state.current_instance_buffer_index = 0;
}
void RasterizerCanvasGLES3::_render_items(RID p_to_render_target, int p_item_count, const Transform2D &p_canvas_transform_inverse, Light *p_lights, bool &r_sdf_used, bool p_to_backbuffer) {