### Godot version

4.0.3 stable

### System information

Windows 10 - Godot v4.0.3 - Vulkan (Forward+) - Nvidia GTX 1070Ti

### Issue description

The ORM material does not pick up the animated WorldEnvironment ambient lighting. It works in the viewport but not when running the game. 


https://github.com/godotengine/godot/assets/42893106/4cdff3d4-4418-4d66-ac6a-a911fc137d45



### Steps to reproduce

1. Create a 3D scene.
2. Create a mesh and apply a ORM material to it
3. Create a WorldEnvironment node
4. Create an AnimationPlayer
5. Animate the WorldEnvironment energy multiplier from 0 to 1
6. Play the animation in the viewport and then play the scene and see the difference.

### Minimal reproduction project
[ORM_bug.zip](https://github.com/godotengine/godot/files/11602866/ORM_bug.zip)

bool heightmap_parallax_flip_binormal = false;
	bool proximity_fade_enabled = false;
	float proximity_fade_distance = 0.0f;
	float msdf_pixel_range = 4.f;
	float msdf_outline_size = 0.f;
	DistanceFadeMode distance_fade = DISTANCE_FADE_DISABLED;
	float distance_fade_max_distance = 0.0f;
	float distance_fade_min_distance = 0.0f;
	BlendMode blend_mode = BLEND_MODE_MIX;
	BlendMode detail_blend_mode = BLEND_MODE_MIX;
	DepthDrawMode depth_draw_mode = DEPTH_DRAW_OPAQUE_ONLY;
	CullMode cull_mode = CULL_BACK;
	bool flags[FLAG_MAX] = {};
	SpecularMode specular_mode = SPECULAR_SCHLICK_GGX;
	DiffuseMode diffuse_mode = DIFFUSE_BURLEY;
	BillboardMode billboard_mode;
	EmissionOperator emission_op = EMISSION_OP_ADD;
	TextureChannel metallic_texture_channel;
	TextureChannel roughness_texture_channel;
	TextureChannel ao_texture_channel;
	TextureChannel refraction_texture_channel;
	AlphaAntiAliasing alpha_antialiasing_mode = ALPHA_ANTIALIASING_OFF;
	bool features[FEATURE_MAX] = {};
	Ref<Texture2D> textures[TEXTURE_MAX];
	_FORCE_INLINE_ void _validate_feature(const String &text, Feature feature, PropertyInfo &property) const;
	static HashMap<uint64_t, Ref<StandardMaterial3D>> materials_for_2d; 
protected:
	static void _bind_methods();
	void _validate_property(PropertyInfo &p_property) const;
	virtual bool _can_do_next_pass() const override { return true; }