- *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)

protected:
	static void _bind_methods();
public:
	void 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);
	AABB get_bounds() const;
	Vector3 get_octree_size() const;
	Vector<uint8_t> get_octree_cells() const;
	Vector<uint8_t> get_data_cells() const;
	Vector<uint8_t> get_distance_field() const;
	Vector<int> get_level_counts() const;
	Transform3D get_to_cell_xform() const;
	void set_dynamic_range(float p_range);
	float get_dynamic_range() const;
	void set_propagation(float p_propagation);
	float get_propagation() const;
	void set_energy(float p_energy);
	float get_energy() const;
	void set_bias(float p_bias);
	float get_bias() const;
	void set_normal_bias(float p_normal_bias);
	float get_normal_bias() const;
	void set_interior(bool p_enable);
	bool is_interior() const;
	void set_use_two_bounces(bool p_enable);
	bool is_using_two_bounces() const;
	virtual RID get_rid() const override;
	VoxelGIData();
	~VoxelGIData();
};
class VoxelGI : public VisualInstance3D {