### 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)

void set_transmittance_boost(float p_boost);
	float get_transmittance_boost() const;
	void set_backlight(const Color &p_backlight);
	Color get_backlight() const;
	void set_refraction(float p_refraction);
	float get_refraction() const;
	void set_point_size(float p_point_size);
	float get_point_size() const;
	void set_transparency(Transparency p_transparency);
	Transparency get_transparency() const;
	void set_alpha_antialiasing(AlphaAntiAliasing p_alpha_aa);
	AlphaAntiAliasing get_alpha_antialiasing() const;
	void set_alpha_antialiasing_edge(float p_edge);
	float get_alpha_antialiasing_edge() const;
	void set_shading_mode(ShadingMode p_shading_mode);
	ShadingMode get_shading_mode() const;
	void set_detail_uv(DetailUV p_detail_uv);
	DetailUV get_detail_uv() const;
	void set_blend_mode(BlendMode p_mode);
	BlendMode get_blend_mode() const;
	void set_detail_blend_mode(BlendMode p_mode);
	BlendMode get_detail_blend_mode() const;
	void set_depth_draw_mode(DepthDrawMode p_mode);
	DepthDrawMode get_depth_draw_mode() const;
	void set_cull_mode(CullMode p_mode);
	CullMode get_cull_mode() const;
	void set_diffuse_mode(DiffuseMode p_mode);
	DiffuseMode get_diffuse_mode() const;
	void set_specular_mode(SpecularMode p_mode);
	SpecularMode get_specular_mode() const;