### Godot version

4.0.3.stable

### System information

Windows 11, ask for more info if needed, I'm not sure what else would be needed here.

### Issue description

Issue also asked about on Godot Q&A (currently unresolved): https://ask.godotengine.org/155740/godot-automatically-creating-tabs-script-template-how-that

I have a script template that I use for all my scripts. In this template, I have an instance of a long line of spaces leading to a comment (this is my commenting method of choice, putting all comments on the right). Looks like (without underscores, would be spaces):
my code  _    _    _    _    _    _    _    _    _    _    _    # my comment

It worked perfectly in prior versions, though after switching to Godot 4 it has started converting my groups of spaces into tabs. It now looks like this (with the indent carrots), despite me only including spaces there in my .gd file:
my code  >    >    >    >    >    >    >    >    >       # my comment

I cannot find a way to disable this "feature" and believe it to truly be a bug. Mr. J. Godfrey (a Godot contributor/Q&A admin I think?) believes so as well. I have taken a look at the indentation section of the editor settings but this is a different feature. I like tabs for indents, and am not trying to change that. I just don't want Godot to auto-change my spaces into indents when it sees a group of them. I understand others may, so I'm proposing there is an option created for that (or please inform me of which one it is if it exists). When I create/edit this template in Notepad, I'm able to verify that it is indeed just normal spaces.

### Steps to reproduce

1) Go to this link and download the script template I created (this program won't let me attach a .gd for some reason):
https://drive.google.com/file/d/1oXPKAn_3DulkF2oIFNYTFV3QKuNKdGz-/view?usp=sharing

2) Load it into a folder called "Objects" within your script templates folder (you may need to create this folder, found at *Godot master folder location*...Godot Engine\editor_data\script_templates\

3) Create a new script in Godot 4.0.3.stable and select this file as the template. You may need to create it on a node, type shouldn't matter.

4) Open the new script and see that the "extends" line has a bunch of tab indents when it should just be spaces.

### Minimal reproduction project

N/A, this is trivial
int id = template_menu->get_item_count() - 1;
						// Che
						if (ancestor_level < previous_ancestor_level || previous_ancestor_level == -1) {
							previous_ancestor_level = ancestor_level;
							preselected_template = id;
						}
						// Che
						if (last_local_templates.has(parent_name->get_text()) && t.get_hash() == String(last_local_templates[parent_name->get_text()])) {
							last_used_template = id;
						} else if (last_used_template == -1 && last_global_templates.has(parent_name->get_text()) && t.get_hash() == String(last_global_templates[parent_name->get_text()])) {
							last_used_template = id;
						}
						t.id = id;
						template_list.push_back(t);
						String icon = has_theme_icon(t.inherit, SNAME("EditorIcons")) ? t.inherit : "Object";
						template_menu->set_item_icon(id, get_theme_icon(icon, SNAME("EditorIcons")));
					}
				}
				ancestor_level++;
			}
		}
		if (last_used_template != -1) {
			template_menu->select(last_used_template);
		} else if (preselected_template != -1) {
			template_menu->select(preselected_template);
		}
	}
	_template_changed(template_menu->get_selected());
}
void ScriptCreateDialog::_update_dialog() {