### 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)

} else {
		state.transparent_render_target = false;
		glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ZERO, GL_ONE);
	}
	if (render_target && render_target->clear_requested) {
		const Color &col = render_target->clear_color;
		glClearColor(col.r, col.g, col.b, col.a);
		glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
		render_target->clear_requested = false;
	}
	glActiveTexture(GL_TEXTURE0);
	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);
}
void RasterizerCanvasGLES3::_bind_canvas_texture(RID p_texture, RS::CanvasItemTextureFilter p_base_filter, RS::CanvasItemTextureRepeat p_base_repeat) {
	GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton();
	GLES3::Config *config = GLES3::Config::get_singleton();
	if (p_texture == RID()) {
		p_texture = default_canvas_texture;
	}
	if (state.current_tex == p_texture && state.current_filter_mode == p_base_filter && state.current_repeat_mode == p_base_repeat) {
		return;
	}
	state.current_tex = p_texture;
	state.current_filter_mode = p_base_filter;
	state.current_repeat_mode = p_base_repeat;
	GLES3::CanvasTexture *ct = nullptr;
	GLES3::Texture *t = texture_storage->get_texture(p_texture);
	if (t) {
		ERR_FAIL_COND(!t->canvas_texture);