### 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)

GLES3::Texture *normal_map = texture_storage->get_texture(ct->normal_map);
	if (!normal_map) {
		glActiveTexture(GL_TEXTURE0 + config->max_texture_image_units - 6);
		GLES3::Texture *tex = texture_storage->get_texture(texture_storage->texture_gl_get_default(GLES3::DEFAULT_GL_TEXTURE_NORMAL));
		glBindTexture(GL_TEXTURE_2D, tex->tex_id);
	} else {
		glActiveTexture(GL_TEXTURE0 + config->max_texture_image_units - 6);
		glBindTexture(GL_TEXTURE_2D, normal_map->tex_id);
		normal_map->gl_set_filter(filter);
		normal_map->gl_set_repeat(repeat);
		if (normal_map->render_target) {
			normal_map->render_target->used_in_frame = true;
		}
	}
	GLES3::Texture *specular_map = texture_storage->get_texture(ct->specular);
	if (!specular_map) {
		glActiveTexture(GL_TEXTURE0 + config->max_texture_image_units - 7);
		GLES3::Texture *tex = texture_storage->get_texture(texture_storage->texture_gl_get_default(GLES3::DEFAULT_GL_TEXTURE_WHITE));
		glBindTexture(GL_TEXTURE_2D, tex->tex_id);
	} else {
		glActiveTexture(GL_TEXTURE0 + config->max_texture_image_units - 7);
		glBindTexture(GL_TEXTURE_2D, specular_map->tex_id);
		specular_map->gl_set_filter(filter);
		specular_map->gl_set_repeat(repeat);
		if (specular_map->render_target) {
			specular_map->render_target->used_in_frame = true;
		}
	}
}
void RasterizerCanvasGLES3::_prepare_canvas_texture(RID p_texture, RS::CanvasItemTextureFilter p_base_filter, RS::CanvasItemTextureRepeat p_base_repeat, uint32_t &r_index, Size2 &r_texpixel_size) {