### Godot version

4.0.3-stable

### System information

Linux 6.3.6-arch1-1

### Issue description

When using RenderingServer.light_set_param, the enum LIGHT_PARAM_INTESNITY is missing. It's usable in c++, as seen in [godot/scene/3d/light_3d.h](https://github.com/godotengine/godot/blob/e74bf831c2d3ece79b849405f03999281f807648/scene/3d/light_3d.h#L61), but isn't bound for GDScript in [godot/servers/rendering_server.cpp](https://github.com/godotengine/godot/blob/e74bf831c2d3ece79b849405f03999281f807648/servers/rendering_server.cpp#L1916) with the other LightParam enum values.

### Steps to reproduce

This code produces the error: Cannot find member "LIGHT_PARAM_INTENSITY" in base "RenderingServer".
```

var light_RID = RenderingServer.spot_light_create()
RenderingServer.light_set_param(light_RID, RenderingServer.LIGHT_PARAM_INTENSITY, 10)

```

### Minimal reproduction project

[MissingEnum.zip](https://github.com/godotengine/godot/files/11835811/MissingEnum.zip)

Vector<AABB> vec = RS::get_singleton()->mesh_surface_get_skeleton_aabb(p_mesh, p_surface);
	Array arr;
	for (int i = 0; i < vec.size(); i++) {
		arr[i] = vec[i];
	}
	return arr;
}
#endif
int RenderingServer::global_shader_uniform_type_get_shader_datatype(GlobalShaderParameterType p_type) {
	switch (p_type) {
		case RS::GLOBAL_VAR_TYPE_BOOL:
			return ShaderLanguage::TYPE_BOOL;
		case RS::GLOBAL_VAR_TYPE_BVEC2:
			return ShaderLanguage::TYPE_BVEC2;
		case RS::GLOBAL_VAR_TYPE_BVEC3:
			return ShaderLanguage::TYPE_BVEC3;
		case RS::GLOBAL_VAR_TYPE_BVEC4:
			return ShaderLanguage::TYPE_BVEC4;
		case RS::GLOBAL_VAR_TYPE_INT:
			return ShaderLanguage::TYPE_INT;
		case RS::GLOBAL_VAR_TYPE_IVEC2:
			return ShaderLanguage::TYPE_IVEC2;