- *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 energy;
}
void VoxelGIData::set_bias(float p_bias) {
	RS::get_singleton()->voxel_gi_set_bias(probe, p_bias);
	bias = p_bias;
}
float VoxelGIData::get_bias() const {
	return bias;
}
void VoxelGIData::set_normal_bias(float p_normal_bias) {
	RS::get_singleton()->voxel_gi_set_normal_bias(probe, p_normal_bias);
	normal_bias = p_normal_bias;
}
float VoxelGIData::get_normal_bias() const {
	return normal_bias;
}
void VoxelGIData::set_interior(bool p_enable) {
	RS::get_singleton()->voxel_gi_set_interior(probe, p_enable);
	interior = p_enable;
}
bool VoxelGIData::is_interior() const {
	return interior;
}
void VoxelGIData::set_use_two_bounces(bool p_enable) {
	RS::get_singleton()->voxel_gi_set_use_two_bounces(probe, p_enable);
	use_two_bounces = p_enable;
}
bool VoxelGIData::is_using_two_bounces() const {