- *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)

static const int subdiv_value[SUBDIV_MAX] = { 6, 7, 8, 9 };
	p_from_node = p_from_node ? p_from_node : get_parent();
	ERR_FAIL_NULL(p_from_node);
	float exposure_normalization = 1.0;
	if (camera_attributes.is_valid()) {
		exposure_normalization = camera_attributes->get_exposure_multiplier();
		if (GLOBAL_GET("rendering/lights_and_shadows/use_physical_light_units")) {
			exposure_normalization = camera_attributes->calculate_exposure_normalization();
		}
	}
	Voxelizer baker;
	baker.begin_bake(subdiv_value[subdiv], AABB(-size / 2, size), exposure_normalization);
	List<PlotMesh> mesh_list;
	_find_meshes(p_from_node, mesh_list);
	if (bake_begin_function) {
		bake_begin_function(mesh_list.size() + 1);
	}
	int pmc = 0;
	for (PlotMesh &E : mesh_list) {
		if (bake_step_function) {