- *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)

Node3D *s = Object::cast_to<Node3D>(p_at_node);
	if (s) {
		if (s->is_visible_in_tree()) {
			Array meshes = p_at_node->call("get_meshes");
			for (int i = 0; i < meshes.size(); i += 2) {
				Transform3D mxf = meshes[i];
				Ref<Mesh> mesh = meshes[i + 1];
				if (!mesh.is_valid()) {
					continue;
				}
				AABB aabb = mesh->get_aabb();
				Transform3D xf = get_global_transform().affine_inverse() * (s->get_global_transform() * mxf);
				if (AABB(-size / 2, size).intersects(xf.xform(aabb))) {
					PlotMesh pm;
					pm.local_xform = xf;
					pm.mesh = mesh;
					plot_meshes.push_back(pm);
				}
			}
		}
	}
	for (int i = 0; i < p_at_node->get_child_count(); i++) {
		Node *child = p_at_node->get_child(i);
		_find_meshes(child, plot_meshes);
	}
}
VoxelGI::BakeBeginFunc VoxelGI::bake_begin_function = nullptr;
VoxelGI::BakeStepFunc VoxelGI::bake_step_function = nullptr;
VoxelGI::BakeEndFunc VoxelGI::bake_end_function = nullptr;
Vector3i VoxelGI::get_estimated_cell_size() const {