### 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)

render_loop_enabled = p_enabled;
}
RenderingServer::RenderingServer() {
	
	singleton = this;
}
TypedArray<StringName> RenderingServer::_global_shader_parameter_get_list() const {
	TypedArray<StringName> gsp;
	Vector<StringName> gsp_sn = global_shader_parameter_get_list();
	gsp.resize(gsp_sn.size());
	for (int i = 0; i < gsp_sn.size(); i++) {
		gsp[i] = gsp_sn[i];
	}
	return gsp;
}
void RenderingServer::init() {
	
	
	
	GLOBAL_DEF_RST("rendering/textures/vram_compression/import_s3tc_bptc", false);
	GLOBAL_DEF_RST("rendering/textures/vram_compression/import_etc2_astc", false);
	GLOBAL_DEF("rendering/textures/lossless_compression/force_png", false);
	GLOBAL_DEF(PropertyInfo(Variant::INT, "rendering/textures/webp_compression/compression_method", PROPERTY_HINT_RANGE, "0,6,1"), 2);
	GLOBAL_DEF(PropertyInfo(Variant::FLOAT, "rendering/textures/webp_compression/lossless_compression_factor", PROPERTY_HINT_RANGE, "0,100,1"), 25);
	GLOBAL_DEF(PropertyInfo(Variant::FLOAT, "rendering/limits/time/time_rollover_secs", PROPERTY_HINT_RANGE, "0,10000,1,or_greater"), 3600);
	GLOBAL_DEF_RST("rendering/lights_and_shadows/use_physical_light_units", false);
	GLOBAL_DEF(PropertyInfo(Variant::INT, "rendering/lights_and_shadows/directional_shadow/size", PROPERTY_HINT_RANGE, "256,16384"), 4096);
	GLOBAL_DEF("rendering/lights_and_shadows/directional_shadow/size.mobile", 2048);
	GLOBAL_DEF(PropertyInfo(Variant::INT, "rendering/lights_and_shadows/directional_shadow/soft_shadow_filter_quality", PROPERTY_HINT_ENUM, "Hard (Fastest),Soft Very Low (Faster),Soft Low (Fast),Soft Medium (Average),Soft High (Slow),Soft Ultra (Slowest)"), 2);
	GLOBAL_DEF("rendering/lights_and_shadows/directional_shadow/soft_shadow_filter_quality.mobile", 0);