### Godot version

v4.0.stable.official [92bee43ad]

### System information

Windows 10

### Issue description

After migrating to Godot 4, I was surprised that the camera wasn't moving, then I discovered that Camera2D Process Mode is "When Paused" by default, was this intentional? It seems strange to pause the camera when the game is unpaused and to unpause it when the game is paused.

### Steps to reproduce

N/A

### Minimal reproduction project

N/A
int current_element = 0;
		while (RenamesMap3To4::gdscript_function_renames[current_element][0] != nullptr) {
			String name_3_x = RenamesMap3To4::gdscript_function_renames[current_element][0];
			String name_4_0 = RenamesMap3To4::gdscript_function_renames[current_element][1];
			if (!all_functions.has(name_4_0)) {
				ERR_PRINT(vformat("Missing GDScript function in pair (%s - ===> %s <===)", name_3_x, name_4_0));
				valid = false;
			}
			current_element++;
		}
	}
	if (!valid) {
		ERR_PRINT("Found function which is used in the converter, but it cannot be found in Godot 4. Rename this element or remove its entry if it's obsolete.");
	}
	valid = valid && test_single_array(RenamesMap3To4::enum_renames);
	valid = valid && test_single_array(RenamesMap3To4::class_renames, true);
	valid = valid && test_single_array(RenamesMap3To4::gdscript_function_renames, true);
	valid = valid && test_single_array(RenamesMap3To4::csharp_function_renames, true);
	valid = valid && test_single_array(RenamesMap3To4::gdscript_properties_renames, true);
	valid = valid && test_single_array(RenamesMap3To4::csharp_properties_renames, true);
	valid = valid && test_single_array(RenamesMap3To4::shaders_renames, true);
	valid = valid && test_single_array(RenamesMap3To4::gdscript_signals_renames);
	valid = valid && test_single_array(RenamesMap3To4::project_settings_renames);
	valid = valid && test_single_array(RenamesMap3To4::project_godot_renames);
	valid = valid && test_single_array(RenamesMap3To4::input_map_renames);
	valid = valid && test_single_array(RenamesMap3To4::builtin_types_renames);
	valid = valid && test_single_array(RenamesMap3To4::color_renames);
	return valid;
}
bool ProjectConverter3To4::test_single_array(const char *p_array[][2], bool p_ignore_4_0_name) {