### Godot version

3.5.2 RC2

### System information

Windows 10

### Issue description

If a gridmap is hidden in the editor and `get_tree().reload_current_scene()` is used, the gridmap will reappear on reset. Using `hide()` or `visible = false` in `_ready()` will not work:
![image](https://github.com/godotengine/godot/assets/16231628/1843f94c-1106-4f6a-ba97-4063174d8714)

The only fix is to use:
![image](https://github.com/godotengine/godot/assets/16231628/e2392aa2-3e79-4d43-bc92-0457319a4b60)


```swift
func _ready():
    show()
    hide()
```

### Steps to reproduce

- Add a gridmap node
- Set visibility in editor to false
- Use `get_tree().reload_current_scene()`

### Minimal reproduction project

[brokenhideshow.zip](https://github.com/godotengine/godot/files/12441673/brokenhideshow.zip)

return octant_size;
}
void GridMap::set_center_x(bool p_enable) {
	center_x = p_enable;
	_recreate_octant_data();
}
bool GridMap::get_center_x() const {
	return center_x;
}
void GridMap::set_center_y(bool p_enable) {
	center_y = p_enable;
	_recreate_octant_data();
}
bool GridMap::get_center_y() const {
	return center_y;
}
void GridMap::set_center_z(bool p_enable) {
	center_z = p_enable;
	_recreate_octant_data();
}
bool GridMap::get_center_z() const {
	return center_z;
}
void GridMap::set_cell_item(const Vector3i &p_position, int p_item, int p_rot) {
	if (baked_meshes.size() && !recreating_octants) {
		
		clear_baked_meshes();
		_recreate_octant_data();
	}
	ERR_FAIL_INDEX(ABS(p_position.x), 1 << 20);