- *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)

bake_step_function(pmc, RTR("Plotting Meshes") + " " + itos(pmc) + "/" + itos(mesh_list.size()));
		}
		pmc++;
		baker.plot_mesh(E.local_xform, E.mesh, E.instance_materials, E.override_material);
	}
	if (bake_step_function) {
		bake_step_function(pmc++, RTR("Finishing Plot"));
	}
	baker.end_bake();
	
	if (p_create_visual_debug) {
		MultiMeshInstance3D *mmi = memnew(MultiMeshInstance3D);
		mmi->set_multimesh(baker.create_debug_multimesh());
		add_child(mmi, true);
#ifdef TOOLS_ENABLED
		if (is_inside_tree() && get_tree()->get_edited_scene_root() == this) {
			mmi->set_owner(this);
		} else {
			mmi->set_owner(get_owner());
		}
#else
		mmi->set_owner(get_owner());
#endif
	} else {
		Ref<VoxelGIData> probe_data_new = get_probe_data();
		if (probe_data_new.is_null()) {
			probe_data_new.instantiate();
		}
		if (bake_step_function) {
			bake_step_function(pmc++, RTR("Generating Distance Field"));