### 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)

return vformat("Constraint {pos:%s, bit:%d, terrain:%d, priority:%d}", base_cell_coords, bit, terrain, priority);
		}
		Vector2i get_base_cell_coords() const {
			return base_cell_coords;
		}
		bool is_center_bit() const {
			return bit == 0;
		}
		HashMap<Vector2i, TileSet::CellNeighbor> get_overlapping_coords_and_peering_bits() const;
		void set_terrain(int p_terrain) {
			terrain = p_terrain;
		}
		int get_terrain() const {
			return terrain;
		}
		void set_priority(int p_priority) {
			priority = p_priority;
		}
		int get_priority() const {
			return priority;
		}
		TerrainConstraint(const TileMap *p_tile_map, const Vector2i &p_position, int p_terrain); 
		TerrainConstraint(const TileMap *p_tile_map, const Vector2i &p_position, const TileSet::CellNeighbor &p_bit, int p_terrain); 
		TerrainConstraint(){};
	};
	enum VisibilityMode {