### 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)

BIND_ENUM_CONSTANT(ENV_SDFGI_RAY_COUNT_4);
	BIND_ENUM_CONSTANT(ENV_SDFGI_RAY_COUNT_8);
	BIND_ENUM_CONSTANT(ENV_SDFGI_RAY_COUNT_16);
	BIND_ENUM_CONSTANT(ENV_SDFGI_RAY_COUNT_32);
	BIND_ENUM_CONSTANT(ENV_SDFGI_RAY_COUNT_64);
	BIND_ENUM_CONSTANT(ENV_SDFGI_RAY_COUNT_96);
	BIND_ENUM_CONSTANT(ENV_SDFGI_RAY_COUNT_128);
	BIND_ENUM_CONSTANT(ENV_SDFGI_RAY_COUNT_MAX);
	BIND_ENUM_CONSTANT(ENV_SDFGI_CONVERGE_IN_5_FRAMES);
	BIND_ENUM_CONSTANT(ENV_SDFGI_CONVERGE_IN_10_FRAMES);
	BIND_ENUM_CONSTANT(ENV_SDFGI_CONVERGE_IN_15_FRAMES);
	BIND_ENUM_CONSTANT(ENV_SDFGI_CONVERGE_IN_20_FRAMES);
	BIND_ENUM_CONSTANT(ENV_SDFGI_CONVERGE_IN_25_FRAMES);
	BIND_ENUM_CONSTANT(ENV_SDFGI_CONVERGE_IN_30_FRAMES);
	BIND_ENUM_CONSTANT(ENV_SDFGI_CONVERGE_MAX);
	BIND_ENUM_CONSTANT(ENV_SDFGI_UPDATE_LIGHT_IN_1_FRAME);
	BIND_ENUM_CONSTANT(ENV_SDFGI_UPDATE_LIGHT_IN_2_FRAMES);
	BIND_ENUM_CONSTANT(ENV_SDFGI_UPDATE_LIGHT_IN_4_FRAMES);
	BIND_ENUM_CONSTANT(ENV_SDFGI_UPDATE_LIGHT_IN_8_FRAMES);
	BIND_ENUM_CONSTANT(ENV_SDFGI_UPDATE_LIGHT_IN_16_FRAMES);
	BIND_ENUM_CONSTANT(ENV_SDFGI_UPDATE_LIGHT_MAX);
	BIND_ENUM_CONSTANT(SUB_SURFACE_SCATTERING_QUALITY_DISABLED);
	BIND_ENUM_CONSTANT(SUB_SURFACE_SCATTERING_QUALITY_LOW);
	BIND_ENUM_CONSTANT(SUB_SURFACE_SCATTERING_QUALITY_MEDIUM);
	BIND_ENUM_CONSTANT(SUB_SURFACE_SCATTERING_QUALITY_HIGH);
	
	ClassDB::bind_method(D_METHOD("camera_attributes_create"), &RenderingServer::camera_attributes_create);
	ClassDB::bind_method(D_METHOD("camera_attributes_set_dof_blur_quality", "quality", "use_jitter"), &RenderingServer::camera_attributes_set_dof_blur_quality);
	ClassDB::bind_method(D_METHOD("camera_attributes_set_dof_blur_bokeh_shape", "shape"), &RenderingServer::camera_attributes_set_dof_blur_bokeh_shape);
	ClassDB::bind_method(D_METHOD("camera_attributes_set_dof_blur", "camera_attributes", "far_enable", "far_distance", "far_transition", "near_enable", "near_distance", "near_transition", "amount"), &RenderingServer::camera_attributes_set_dof_blur);