### Godot version

4.0.3-stable

### System information

Linux 6.3.6-arch1-1

### Issue description

When using RenderingServer.light_set_param, the enum LIGHT_PARAM_INTESNITY is missing. It's usable in c++, as seen in [godot/scene/3d/light_3d.h](https://github.com/godotengine/godot/blob/e74bf831c2d3ece79b849405f03999281f807648/scene/3d/light_3d.h#L61), but isn't bound for GDScript in [godot/servers/rendering_server.cpp](https://github.com/godotengine/godot/blob/e74bf831c2d3ece79b849405f03999281f807648/servers/rendering_server.cpp#L1916) with the other LightParam enum values.

### Steps to reproduce

This code produces the error: Cannot find member "LIGHT_PARAM_INTENSITY" in base "RenderingServer".
```

var light_RID = RenderingServer.spot_light_create()
RenderingServer.light_set_param(light_RID, RenderingServer.LIGHT_PARAM_INTENSITY, 10)

```

### Minimal reproduction project

[MissingEnum.zip](https://github.com/godotengine/godot/files/11835811/MissingEnum.zip)

ClassDB::bind_method(D_METHOD("texture_get_rd_texture", "texture", "srgb"), &RenderingServer::texture_get_rd_texture, DEFVAL(false));
	ClassDB::bind_method(D_METHOD("texture_get_native_handle", "texture", "srgb"), &RenderingServer::texture_get_native_handle, DEFVAL(false));
	BIND_ENUM_CONSTANT(TEXTURE_LAYERED_2D_ARRAY);
	BIND_ENUM_CONSTANT(TEXTURE_LAYERED_CUBEMAP);
	BIND_ENUM_CONSTANT(TEXTURE_LAYERED_CUBEMAP_ARRAY);
	BIND_ENUM_CONSTANT(CUBEMAP_LAYER_LEFT);
	BIND_ENUM_CONSTANT(CUBEMAP_LAYER_RIGHT);
	BIND_ENUM_CONSTANT(CUBEMAP_LAYER_BOTTOM);
	BIND_ENUM_CONSTANT(CUBEMAP_LAYER_TOP);
	BIND_ENUM_CONSTANT(CUBEMAP_LAYER_FRONT);
	BIND_ENUM_CONSTANT(CUBEMAP_LAYER_BACK);
	
	ClassDB::bind_method(D_METHOD("shader_create"), &RenderingServer::shader_create);
	ClassDB::bind_method(D_METHOD("shader_set_code", "shader", "code"), &RenderingServer::shader_set_code);
	ClassDB::bind_method(D_METHOD("shader_set_path_hint", "shader", "path"), &RenderingServer::shader_set_path_hint);
	ClassDB::bind_method(D_METHOD("shader_get_code", "shader"), &RenderingServer::shader_get_code);
	ClassDB::bind_method(D_METHOD("get_shader_parameter_list", "shader"), &RenderingServer::_shader_get_shader_parameter_list);
	ClassDB::bind_method(D_METHOD("shader_get_parameter_default", "shader", "name"), &RenderingServer::shader_get_parameter_default);
	ClassDB::bind_method(D_METHOD("shader_set_default_texture_parameter", "shader", "name", "texture", "index"), &RenderingServer::shader_set_default_texture_parameter, DEFVAL(0));
	ClassDB::bind_method(D_METHOD("shader_get_default_texture_parameter", "shader", "name", "index"), &RenderingServer::shader_get_default_texture_parameter, DEFVAL(0));
	BIND_ENUM_CONSTANT(SHADER_SPATIAL);
	BIND_ENUM_CONSTANT(SHADER_CANVAS_ITEM);
	BIND_ENUM_CONSTANT(SHADER_PARTICLES);
	BIND_ENUM_CONSTANT(SHADER_SKY);
	BIND_ENUM_CONSTANT(SHADER_FOG);
	BIND_ENUM_CONSTANT(SHADER_MAX);
	
	ClassDB::bind_method(D_METHOD("material_create"), &RenderingServer::material_create);
	ClassDB::bind_method(D_METHOD("material_set_shader", "shader_material", "shader"), &RenderingServer::material_set_shader);
	ClassDB::bind_method(D_METHOD("material_set_param", "material", "parameter", "value"), &RenderingServer::material_set_param);