### Godot version

4.0.stable

### System information

Ubuntu, AMD Ryzen 5 2600, GTX 1650, Vulkan

### Issue description

When putting Tilemaps with lots of tiles on Parallaxlayers, it massively slows down Godot from roughly around 600fps to 20fps. This happens whether or not the parallaxlayers are invisible, have lightoccluder information, or have collision. It seems just the process of having lots of tiles exist slows it down. 

### Steps to reproduce

Open the minimal project and convert the 2 parallaxlayers from parallaxlayers to basic node2ds and watch the FPS massively increase.

### Minimal reproduction project

[ParallaxTilemap.zip](https://github.com/godotengine/godot/files/11566812/ParallaxTilemap.zip)

virtual void set_light_mask(int p_light_mask) override;
	virtual void set_material(const Ref<Material> &p_material) override;
	virtual void set_use_parent_material(bool p_use_parent_material) override;
	virtual void set_texture_filter(CanvasItem::TextureFilter p_texture_filter) override;
	virtual void set_texture_repeat(CanvasItem::TextureRepeat p_texture_repeat) override;
	
	Vector2i get_coords_for_body_rid(RID p_physics_body);
	
	int get_layer_for_body_rid(RID p_physics_body);
	
	void fix_invalid_tiles();
	
	void clear_layer(int p_layer);
	void clear();
	
	void force_update(int p_layer = -1);
	
	TypedArray<Vector2i> get_surrounding_cells(const Vector2i &coords);
	void draw_cells_outline(Control *p_control, const RBSet<Vector2i> &p_cells, Color p_color, Transform2D p_transform = Transform2D());
	
	GDVIRTUAL2R(bool, _use_tile_data_runtime_update, int, Vector2i);
	GDVIRTUAL3(_tile_data_runtime_update, int, Vector2i, TileData *);
	
	PackedStringArray get_configuration_warnings() const override;
	TileMap();
	~TileMap();
};
VARIANT_ENUM_CAST(TileMap::VisibilityMode);
#endif