### 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
}
	current_language = default_language;
	language_menu->connect("item_selected", callable_mp(this, &ScriptCreateDialog::_language_changed));
	/* Inherits */
	base_type = "Object";
	HBoxContainer *hb = memnew(HBoxContainer);
	hb->set_h_size_flags(Control::SIZE_EXPAND_FILL);
	parent_name = memnew(LineEdit);
	parent_name->connect("text_changed", callable_mp(this, &ScriptCreateDialog::_parent_name_changed));
	parent_name->set_h_size_flags(Control::SIZE_EXPAND_FILL);
	hb->add_child(parent_name);
	parent_search_button = memnew(Button);
	parent_search_button->connect("pressed", callable_mp(this, &ScriptCreateDialog::_browse_class_in_tree));
	hb->add_child(parent_search_button);
	parent_browse_button = memnew(Button);
	parent_browse_button->connect("pressed", callable_mp(this, &ScriptCreateDialog::_browse_path).bind(true, false));
	hb->add_child(parent_browse_button);
	gc->add_child(memnew(Label(TTR("Inherits:"))));
	gc->add_child(hb);
	/* Class Name */
	class_name = memnew(LineEdit);
	class_name->connect("text_changed", callable_mp(this, &ScriptCreateDialog::_class_name_changed));
	class_name->set_h_size_flags(Control::SIZE_EXPAND_FILL);
	gc->add_child(memnew(Label(TTR("Class Name:"))));
	gc->add_child(class_name);
	/* Templates */
	gc->add_child(memnew(Label(TTR("Template:"))));
	HBoxContainer *template_hb = memnew(HBoxContainer);
	template_hb->set_h_size_flags(Control::SIZE_EXPAND_FILL);
	use_templates = memnew(CheckBox);