### Godot version

v4.0.stable.official [92bee43ad]

### System information

Windows 10

### Issue description

After migrating to Godot 4, I was surprised that the camera wasn't moving, then I discovered that Camera2D Process Mode is "When Paused" by default, was this intentional? It seems strange to pause the camera when the game is unpaused and to unpause it when the game is paused.

### Steps to reproduce

N/A

### Minimal reproduction project

N/A
static String error_message = "The master and mastersync rpc behavior is not officially supported anymore. Try using another keyword or making custom logic using Multiplayer.GetRemoteSenderId()\n";
	for (SourceLine &source_line : source_lines) {
		if (source_line.is_comment) {
			continue;
		}
		String &line = source_line.line;
		if (uint64_t(line.length()) <= maximum_line_length) {
			line = reg_container.keyword_csharp_remote.sub(line, "[RPC(MultiplayerAPI.RPCMode.AnyPeer)]", true);
			line = reg_container.keyword_csharp_remotesync.sub(line, "[RPC(MultiplayerAPI.RPCMode.AnyPeer, CallLocal = true)]", true);
			line = reg_container.keyword_csharp_puppet.sub(line, "[RPC]", true);
			line = reg_container.keyword_csharp_puppetsync.sub(line, "[RPC(CallLocal = true)]", true);
			line = reg_container.keyword_csharp_master.sub(line, error_message + "[RPC]", true);
			line = reg_container.keyword_csharp_mastersync.sub(line, error_message + "[RPC(CallLocal = true)]", true);
		}
	}
}
Vector<String> ProjectConverter3To4::check_for_rename_csharp_attributes(Vector<String> &lines, const RegExContainer &reg_container) {
	int current_line = 1;
	Vector<String> found_renames;
	for (String &line : lines) {
		if (uint64_t(line.length()) <= maximum_line_length) {
			String old;
			old = line;
			line = reg_container.keyword_csharp_remote.sub(line, "[RPC(MultiplayerAPI.RPCMode.AnyPeer)]", true);
			if (old != line) {
				found_renames.append(line_formatter(current_line, "[Remote]", "[RPC(MultiplayerAPI.RPCMode.AnyPeer)]", line));
			}
			old = line;