- *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)

static const int subdiv_value[SUBDIV_MAX] = { 6, 7, 8, 9 };
	int cell_subdiv = subdiv_value[subdiv];
	int axis_cell_size[3];
	AABB bounds = AABB(-size / 2, size);
	int longest_axis = bounds.get_longest_axis_index();
	axis_cell_size[longest_axis] = 1 << cell_subdiv;
	for (int i = 0; i < 3; i++) {
		if (i == longest_axis) {
			continue;
		}
		axis_cell_size[i] = axis_cell_size[longest_axis];
		float axis_size = bounds.size[longest_axis];
		
		while (axis_size / 2.0 >= bounds.size[i]) {
			axis_size /= 2.0;
			axis_cell_size[i] >>= 1;
		}
	}
	return Vector3i(axis_cell_size[0], axis_cell_size[1], axis_cell_size[2]);
}
void VoxelGI::bake(Node *p_from_node, bool p_create_visual_debug) {