### 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_rim(float p_rim);
	float get_rim() const;
	void set_rim_tint(float p_rim_tint);
	float get_rim_tint() const;
	void set_ao_light_affect(float p_ao_light_affect);
	float get_ao_light_affect() const;
	void set_clearcoat(float p_clearcoat);
	float get_clearcoat() const;
	void set_clearcoat_roughness(float p_clearcoat_roughness);
	float get_clearcoat_roughness() const;
	void set_anisotropy(float p_anisotropy);
	float get_anisotropy() const;
	void set_heightmap_scale(float p_heightmap_scale);
	float get_heightmap_scale() const;
	void set_heightmap_deep_parallax(bool p_enable);
	bool is_heightmap_deep_parallax_enabled() const;
	void set_heightmap_deep_parallax_min_layers(int p_layer);
	int get_heightmap_deep_parallax_min_layers() const;
	void set_heightmap_deep_parallax_max_layers(int p_layer);
	int get_heightmap_deep_parallax_max_layers() const;
	void set_heightmap_deep_parallax_flip_tangent(bool p_flip);
	bool get_heightmap_deep_parallax_flip_tangent() const;
	void set_heightmap_deep_parallax_flip_binormal(bool p_flip);
	bool get_heightmap_deep_parallax_flip_binormal() const;
	void set_subsurface_scattering_strength(float p_subsurface_scattering_strength);
	float get_subsurface_scattering_strength() const;
	void set_transmittance_color(const Color &p_color);
	Color get_transmittance_color() const;
	void set_transmittance_depth(float p_depth);
	float get_transmittance_depth() const;