### Godot version

4.0.3-stable

### System information

Linux 6.3.6-arch1-1

### Issue description

When using RenderingServer.light_set_param, the enum LIGHT_PARAM_INTESNITY is missing. It's usable in c++, as seen in [godot/scene/3d/light_3d.h](https://github.com/godotengine/godot/blob/e74bf831c2d3ece79b849405f03999281f807648/scene/3d/light_3d.h#L61), but isn't bound for GDScript in [godot/servers/rendering_server.cpp](https://github.com/godotengine/godot/blob/e74bf831c2d3ece79b849405f03999281f807648/servers/rendering_server.cpp#L1916) with the other LightParam enum values.

### Steps to reproduce

This code produces the error: Cannot find member "LIGHT_PARAM_INTENSITY" in base "RenderingServer".
```

var light_RID = RenderingServer.spot_light_create()
RenderingServer.light_set_param(light_RID, RenderingServer.LIGHT_PARAM_INTENSITY, 10)

```

### Minimal reproduction project

[MissingEnum.zip](https://github.com/godotengine/godot/files/11835811/MissingEnum.zip)

ClassDB::bind_method(D_METHOD("camera_attributes_set_exposure", "camera_attributes", "multiplier", "normalization"), &RenderingServer::camera_attributes_set_exposure);
	ClassDB::bind_method(D_METHOD("camera_attributes_set_auto_exposure", "camera_attributes", "enable", "min_sensitivity", "max_sensitivity", "speed", "scale"), &RenderingServer::camera_attributes_set_auto_exposure);
	BIND_ENUM_CONSTANT(DOF_BOKEH_BOX);
	BIND_ENUM_CONSTANT(DOF_BOKEH_HEXAGON);
	BIND_ENUM_CONSTANT(DOF_BOKEH_CIRCLE);
	BIND_ENUM_CONSTANT(DOF_BLUR_QUALITY_VERY_LOW);
	BIND_ENUM_CONSTANT(DOF_BLUR_QUALITY_LOW);
	BIND_ENUM_CONSTANT(DOF_BLUR_QUALITY_MEDIUM);
	BIND_ENUM_CONSTANT(DOF_BLUR_QUALITY_HIGH);
	
	ClassDB::bind_method(D_METHOD("scenario_create"), &RenderingServer::scenario_create);
	ClassDB::bind_method(D_METHOD("scenario_set_environment", "scenario", "environment"), &RenderingServer::scenario_set_environment);
	ClassDB::bind_method(D_METHOD("scenario_set_fallback_environment", "scenario", "environment"), &RenderingServer::scenario_set_fallback_environment);
	ClassDB::bind_method(D_METHOD("scenario_set_camera_attributes", "scenario", "effects"), &RenderingServer::scenario_set_camera_attributes);
	
	ClassDB::bind_method(D_METHOD("instance_create2", "base", "scenario"), &RenderingServer::instance_create2);
	ClassDB::bind_method(D_METHOD("instance_create"), &RenderingServer::instance_create);
	ClassDB::bind_method(D_METHOD("instance_set_base", "instance", "base"), &RenderingServer::instance_set_base);
	ClassDB::bind_method(D_METHOD("instance_set_scenario", "instance", "scenario"), &RenderingServer::instance_set_scenario);
	ClassDB::bind_method(D_METHOD("instance_set_layer_mask", "instance", "mask"), &RenderingServer::instance_set_layer_mask);
	ClassDB::bind_method(D_METHOD("instance_set_pivot_data", "instance", "sorting_offset", "use_aabb_center"), &RenderingServer::instance_set_pivot_data);
	ClassDB::bind_method(D_METHOD("instance_set_transform", "instance", "transform"), &RenderingServer::instance_set_transform);
	ClassDB::bind_method(D_METHOD("instance_attach_object_instance_id", "instance", "id"), &RenderingServer::instance_attach_object_instance_id);
	ClassDB::bind_method(D_METHOD("instance_set_blend_shape_weight", "instance", "shape", "weight"), &RenderingServer::instance_set_blend_shape_weight);
	ClassDB::bind_method(D_METHOD("instance_set_surface_override_material", "instance", "surface", "material"), &RenderingServer::instance_set_surface_override_material);
	ClassDB::bind_method(D_METHOD("instance_set_visible", "instance", "visible"), &RenderingServer::instance_set_visible);
	ClassDB::bind_method(D_METHOD("instance_geometry_set_transparency", "instance", "transparency"), &RenderingServer::instance_geometry_set_transparency);
	ClassDB::bind_method(D_METHOD("instance_set_custom_aabb", "instance", "aabb"), &RenderingServer::instance_set_custom_aabb);
	ClassDB::bind_method(D_METHOD("instance_attach_skeleton", "instance", "skeleton"), &RenderingServer::instance_attach_skeleton);
	ClassDB::bind_method(D_METHOD("instance_set_extra_visibility_margin", "instance", "margin"), &RenderingServer::instance_set_extra_visibility_margin);