- *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)

return size;
}
void VoxelGI::set_camera_attributes(const Ref<CameraAttributes> &p_camera_attributes) {
	camera_attributes = p_camera_attributes;
}
Ref<CameraAttributes> VoxelGI::get_camera_attributes() const {
	return camera_attributes;
}
void VoxelGI::_find_meshes(Node *p_at_node, List<PlotMesh> &plot_meshes) {
	MeshInstance3D *mi = Object::cast_to<MeshInstance3D>(p_at_node);
	if (mi && mi->get_gi_mode() == GeometryInstance3D::GI_MODE_STATIC && mi->is_visible_in_tree()) {
		Ref<Mesh> mesh = mi->get_mesh();
		if (mesh.is_valid()) {
			AABB aabb = mesh->get_aabb();
			Transform3D xf = get_global_transform().affine_inverse() * mi->get_global_transform();
			if (AABB(-size / 2, size).intersects(xf.xform(aabb))) {
				PlotMesh pm;
				pm.local_xform = xf;
				pm.mesh = mesh;
				for (int i = 0; i < mesh->get_surface_count(); i++) {
					pm.instance_materials.push_back(mi->get_surface_override_material(i));
				}
				pm.override_material = mi->get_material_override();
				plot_meshes.push_back(pm);
			}
		}
	}