- *Related to https://github.com/godotengine/godot/issues/74139.*

### Godot version

4.0.rc6

### System information

Fedora 37, GeForce RTX 4090 (NVIDIA 525.85.05)

### Issue description

VoxelGI does not preserve CameraAttributes across scene reloads. This leads to baked GI not containing light information (and only displaying ambient occlusion instead).

### After baking VoxelGI, before reloading the scene

*I increase exposure sensitivity to 3200 ISO, but this occurs with the default CameraAttributesPhysical settings too.*

![Screenshot_20230301_013751](https://user-images.githubusercontent.com/180032/222015520-81d2a50b-089b-4219-9680-c6539e09dfb2.png)

### After baking VoxelGI, saving then reloading the scene

*This is the result when running the project from the editor too.*

![Screenshot_20230301_013757](https://user-images.githubusercontent.com/180032/222015525-5048babe-d825-4421-bd4d-054cc8eee599.png)

### VoxelGI disabled (for comparison)

![Screenshot_20230301_013802](https://user-images.githubusercontent.com/180032/222015526-fbf3a3b0-2d53-4342-85e7-cd9f88d2df02.png)


### Steps to reproduce

- Follow [Physical light and camera units](https://docs.godotengine.org/en/latest/tutorials/3d/physical_light_and_camera_units.html) documentation to enable physical light and camera units in a project.
- Set up VoxelGI then bake it.

### Minimal reproduction project

[physical_light_camera_units.zip](https://github.com/godotengine/godot/files/10855923/physical_light_camera_units.zip)

GDCLASS(VoxelGI, VisualInstance3D);
public:
	enum Subdiv {
		SUBDIV_64,
		SUBDIV_128,
		SUBDIV_256,
		SUBDIV_512,
		SUBDIV_MAX
	};
	typedef void (*BakeBeginFunc)(int);
	typedef void (*BakeStepFunc)(int, const String &);
	typedef void (*BakeEndFunc)();
private:
	Ref<VoxelGIData> probe_data;
	RID voxel_gi;
	Subdiv subdiv = SUBDIV_128;
	Vector3 size = Vector3(20, 20, 20);
	Ref<CameraAttributes> camera_attributes;
	struct PlotMesh {
		Ref<Material> override_material;
		Vector<Ref<Material>> instance_materials;
		Ref<Mesh> mesh;
		Transform3D local_xform;
	};