### 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)

float transmittance_amount = 0.0f;
	Color transmittance_color;
	float transmittance_depth = 0.0f;
	float transmittance_boost = 0.0f;
	Color backlight;
	float refraction = 0.0f;
	float point_size = 0.0f;
	float alpha_scissor_threshold = 0.0f;
	float alpha_hash_scale = 0.0f;
	float alpha_antialiasing_edge = 0.0f;
	bool grow_enabled = false;
	float ao_light_affect = 0.0f;
	float grow = 0.0f;
	int particles_anim_h_frames = 0;
	int particles_anim_v_frames = 0;
	bool particles_anim_loop = false;
	Transparency transparency = TRANSPARENCY_DISABLED;
	ShadingMode shading_mode = SHADING_MODE_PER_PIXEL;
	TextureFilter texture_filter = TEXTURE_FILTER_LINEAR_WITH_MIPMAPS;
	Vector3 uv1_scale;
	Vector3 uv1_offset;
	float uv1_triplanar_sharpness = 0.0f;
	Vector3 uv2_scale;
	Vector3 uv2_offset;
	float uv2_triplanar_sharpness = 0.0f;
	DetailUV detail_uv = DETAIL_UV_1;
	bool deep_parallax = false;
	int deep_parallax_min_layers = 0;
	int deep_parallax_max_layers = 0;
	bool heightmap_parallax_flip_tangent = false;