- *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)

Dictionary d;
	d["bounds"] = get_bounds();
	Vector3i otsize = get_octree_size();
	d["octree_size"] = Vector3(otsize);
	d["octree_cells"] = get_octree_cells();
	d["octree_data"] = get_data_cells();
	if (otsize != Vector3i()) {
		Ref<Image> img = Image::create_from_data(otsize.x * otsize.y, otsize.z, false, Image::FORMAT_L8, get_distance_field());
		Vector<uint8_t> df_png = img->save_png_to_buffer();
		ERR_FAIL_COND_V(df_png.size() == 0, Dictionary());
		d["octree_df_png"] = df_png;
	} else {
		d["octree_df"] = Vector<uint8_t>();
	}
	d["level_counts"] = get_level_counts();
	d["to_cell_xform"] = get_to_cell_xform();
	return d;
}
void VoxelGIData::allocate(const Transform3D &p_to_cell_xform, const AABB &p_aabb, const Vector3 &p_octree_size, const Vector<uint8_t> &p_octree_cells, const Vector<uint8_t> &p_data_cells, const Vector<uint8_t> &p_distance_field, const Vector<int> &p_level_counts) {