### 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
path_error_label->set_text(String::utf8("•  ") + p_msg);
	if (valid) {
		path_error_label->add_theme_color_override("font_color", get_theme_color(SNAME("success_color"), SNAME("Editor")));
	} else {
		path_error_label->add_theme_color_override("font_color", get_theme_color(SNAME("error_color"), SNAME("Editor")));
	}
}
void ScriptCreateDialog::_update_template_menu() {
	bool is_language_using_templates = language->is_using_templates();
	template_menu->set_disabled(false);
	template_menu->clear();
	template_list.clear();
	if (is_language_using_templates) {
		// Get the latest templates used for each type of node from project settings then global settings.
		Dictionary last_local_templates = EditorSettings::get_singleton()->get_project_metadata("script_setup", "templates_dictionary", Dictionary());
		Dictionary last_global_templates;
		if (EditorSettings::get_singleton()->has_meta("script_setup_templates_dictionary")) {
			last_global_templates = (Dictionary)EditorSettings::get_singleton()->get_meta("script_setup_templates_dictionary");
		}
		String inherits_base_type = parent_name->get_text();
		// If it inherits from a script, get its parent class first.
		if (inherits_base_type[0] == '"') {
			inherits_base_type = _get_parent_class_of_script(inherits_base_type.unquote());
		}
		// Get all ancestor node for selected base node.
		// There templates will also fit the base node.
		Vector<String> hierarchy = _get_hierarchy(inherits_base_type);
		int last_used_template = -1;
		int preselected_template = -1;
		int previous_ancestor_level = -1;