- *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 RS::get_singleton()->voxel_gi_get_data_cells(probe);
}
Vector<uint8_t> VoxelGIData::get_distance_field() const {
	return RS::get_singleton()->voxel_gi_get_distance_field(probe);
}
Vector<int> VoxelGIData::get_level_counts() const {
	return RS::get_singleton()->voxel_gi_get_level_counts(probe);
}
Transform3D VoxelGIData::get_to_cell_xform() const {
	return to_cell_xform;
}
void VoxelGIData::set_dynamic_range(float p_range) {
	RS::get_singleton()->voxel_gi_set_dynamic_range(probe, p_range);
	dynamic_range = p_range;
}
float VoxelGIData::get_dynamic_range() const {
	return dynamic_range;
}
void VoxelGIData::set_propagation(float p_propagation) {
	RS::get_singleton()->voxel_gi_set_propagation(probe, p_propagation);
	propagation = p_propagation;
}
float VoxelGIData::get_propagation() const {
	return propagation;
}
void VoxelGIData::set_energy(float p_energy) {
	RS::get_singleton()->voxel_gi_set_energy(probe, p_energy);
	energy = p_energy;
}
float VoxelGIData::get_energy() const {