### 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)

}
	}
#endif 
	
	for (int i = 0; i < g.multimesh_instances.size(); i++) {
		RS::get_singleton()->free(g.multimesh_instances[i].instance);
		RS::get_singleton()->free(g.multimesh_instances[i].multimesh);
	}
	g.multimesh_instances.clear();
}
void GridMap::_notification(int p_what) {
	switch (p_what) {
		case NOTIFICATION_ENTER_WORLD: {
			last_transform = get_global_transform();
			for (const KeyValue<OctantKey, Octant *> &E : octant_map) {
				_octant_enter_world(E.key);
			}
			for (int i = 0; i < baked_meshes.size(); i++) {
				RS::get_singleton()->instance_set_scenario(baked_meshes[i].instance, get_world_3d()->get_scenario());
				RS::get_singleton()->instance_set_transform(baked_meshes[i].instance, get_global_transform());
			}
		} break;
#ifdef DEBUG_ENABLED
		case NOTIFICATION_ENTER_TREE: {
			if (bake_navigation && NavigationServer3D::get_singleton()->get_debug_navigation_enabled()) {
				_update_navigation_debug_edge_connections();
			}
		} break;
#endif 
		case NOTIFICATION_TRANSFORM_CHANGED: {