### 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_buffer.time = state.time;
		state_buffer.use_pixel_snap = p_snap_2d_vertices_to_pixel;
		state_buffer.directional_light_count = directional_light_count;
		Vector2 canvas_scale = p_canvas_transform.get_scale();
		state_buffer.sdf_to_screen[0] = render_target_size.width / canvas_scale.x;
		state_buffer.sdf_to_screen[1] = render_target_size.height / canvas_scale.y;
		state_buffer.screen_to_sdf[0] = 1.0 / state_buffer.sdf_to_screen[0];
		state_buffer.screen_to_sdf[1] = 1.0 / state_buffer.sdf_to_screen[1];
		Rect2 sdf_rect = texture_storage->render_target_get_sdf_rect(p_to_render_target);
		Rect2 sdf_tex_rect(sdf_rect.position / canvas_scale, sdf_rect.size / canvas_scale);
		state_buffer.sdf_to_tex[0] = 1.0 / sdf_tex_rect.size.width;
		state_buffer.sdf_to_tex[1] = 1.0 / sdf_tex_rect.size.height;
		state_buffer.sdf_to_tex[2] = -sdf_tex_rect.position.x / sdf_tex_rect.size.width;
		state_buffer.sdf_to_tex[3] = -sdf_tex_rect.position.y / sdf_tex_rect.size.height;
		state_buffer.tex_to_sdf = 1.0 / ((canvas_scale.x + canvas_scale.y) * 0.5);
		glBindBufferBase(GL_UNIFORM_BUFFER, BASE_UNIFORM_LOCATION, state.canvas_instance_data_buffers[state.current_data_buffer_index].state_ubo);
		glBufferData(GL_UNIFORM_BUFFER, sizeof(StateBuffer), &state_buffer, GL_STREAM_DRAW);
		GLuint global_buffer = material_storage->global_shader_parameters_get_uniform_buffer();
		glBindBufferBase(GL_UNIFORM_BUFFER, GLOBAL_UNIFORM_LOCATION, global_buffer);
		glBindBuffer(GL_UNIFORM_BUFFER, 0);
	}
	glActiveTexture(GL_TEXTURE0 + GLES3::Config::get_singleton()->max_texture_image_units - 5);
	glBindTexture(GL_TEXTURE_2D, texture_storage->render_target_get_sdf_texture(p_to_render_target));
	{
		state.default_filter = p_default_filter;
		state.default_repeat = p_default_repeat;
	}
	Size2 render_target_size = texture_storage->render_target_get_size(p_to_render_target);
	glViewport(0, 0, render_target_size.x, render_target_size.y);
	r_sdf_used = false;