### Godot version

4.1.1-stable

### System information

Windows 10

### Issue description

When the project loads in editor, all the settings defined in project settings will be loaded over the default values, but when running the game nearly 95% of them will be ignored resulting in just loading the default settings.

here it's just loading only 4 variables from project setting and i have added the fifth in this pull request https://github.com/godotengine/godot/pull/80151
![image](https://github.com/godotengine/godot/assets/53877170/926168a6-e6d3-4983-b59d-7fd202db681d)

state.canvas_instance_batches[state.current_batch_index].instance_count++;
	r_index++;
	if (r_index >= data.max_instances_per_buffer) {
		
		
		glBindBuffer(GL_ARRAY_BUFFER, state.canvas_instance_data_buffers[state.current_data_buffer_index].instance_buffers[state.current_instance_buffer_index]);
#ifdef WEB_ENABLED
		glBufferSubData(GL_ARRAY_BUFFER, state.last_item_index * sizeof(InstanceData), sizeof(InstanceData) * r_index, state.instance_data_array);
#else
		
		void *buffer = glMapBufferRange(GL_ARRAY_BUFFER, state.last_item_index * sizeof(InstanceData), r_index * sizeof(InstanceData), GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT);
		memcpy(buffer, state.instance_data_array, r_index * sizeof(InstanceData));
		glUnmapBuffer(GL_ARRAY_BUFFER);
#endif
		_allocate_instance_buffer();
		r_index = 0;
		state.last_item_index = 0;
		r_batch_broken = false; 
		_new_batch(r_batch_broken);
		state.canvas_instance_batches[state.current_batch_index].start = 0;
	}
}
void RasterizerCanvasGLES3::_new_batch(bool &r_batch_broken) {