### Godot version

4.0.3 stable

### System information

Windows 10 - Godot v4.0.3 - Vulkan (Forward+) - Nvidia GTX 1070Ti

### Issue description

The ORM material does not pick up the animated WorldEnvironment ambient lighting. It works in the viewport but not when running the game. 


https://github.com/godotengine/godot/assets/42893106/4cdff3d4-4418-4d66-ac6a-a911fc137d45



### Steps to reproduce

1. Create a 3D scene.
2. Create a mesh and apply a ORM material to it
3. Create a WorldEnvironment node
4. Create an AnimationPlayer
5. Animate the WorldEnvironment energy multiplier from 0 to 1
6. Play the animation in the viewport and then play the scene and see the difference.

### Minimal reproduction project
[ORM_bug.zip](https://github.com/godotengine/godot/files/11602866/ORM_bug.zip)

void set_grow_enabled(bool p_enable);
	bool is_grow_enabled() const;
	void set_grow(float p_grow);
	float get_grow() const;
	void set_alpha_scissor_threshold(float p_threshold);
	float get_alpha_scissor_threshold() const;
	void set_alpha_hash_scale(float p_scale);
	float get_alpha_hash_scale() const;
	void set_on_top_of_alpha();
	void set_proximity_fade_enabled(bool p_enable);
	bool is_proximity_fade_enabled() const;
	void set_proximity_fade_distance(float p_distance);
	float get_proximity_fade_distance() const;
	void set_msdf_pixel_range(float p_range);
	float get_msdf_pixel_range() const;
	void set_msdf_outline_size(float p_size);
	float get_msdf_outline_size() const;
	void set_distance_fade(DistanceFadeMode p_mode);
	DistanceFadeMode get_distance_fade() const;
	void set_distance_fade_max_distance(float p_distance);
	float get_distance_fade_max_distance() const;
	void set_distance_fade_min_distance(float p_distance);
	float get_distance_fade_min_distance() const;
	void set_emission_operator(EmissionOperator p_op);
	EmissionOperator get_emission_operator() const;
	void set_metallic_texture_channel(TextureChannel p_channel);
	TextureChannel get_metallic_texture_channel() const;
	void set_roughness_texture_channel(TextureChannel p_channel);
	TextureChannel get_roughness_texture_channel() const;
	void set_ao_texture_channel(TextureChannel p_channel);