### Godot version

Godot 4.1-beta2

### System information

Manjaro Gnome, Intel Core i7-11800H

### Issue description

On a relatively modern laptop (Intel Core i7-11800H), in a scene with many scripted nodes (total of 900+ with roughly half of them scripted), adding or duplicating a node freezes the editor for several seconds. Godot 4.0.2 handles such scenes much better!

Here is a flame graph captured while repeatedly duplicating simple Marker2D nodes with Ctrl+D in a complicated scene:
![Screenshot from 2023-06-15 23-54-38](https://github.com/godotengine/godot/assets/2766569/d0019f17-9b82-4a26-9b47-71fa7a3bef3a)

Performance data file to use with hotspot v1.4.1 (relevant data starts at the 75-second mark and lasts about 20+ seconds):
[perf.data.perfparser.zip](https://github.com/godotengine/godot/files/11763700/perf.data.perfparser.zip)



### Steps to reproduce

1) Add 1000 nodes with a script attached.
2) Duplicate a node and witness lags.

Also affects scrolling the scene tree dock.

### Minimal reproduction project

[add_node_lags_repro.zip](https://github.com/godotengine/godot/files/11763731/add_node_lags_repro.zip)

ERR_FAIL_INDEX(current_edited_scene, edited_scene.size());
	EditedScene &es = edited_scene.write[current_edited_scene];
	es.selection = p_selection->get_full_selected_node_list();
	es.history_current = p_history->current_elem_idx;
	es.history_stored = p_history->history;
	es.editor_states = get_editor_plugin_states();
	es.custom_state = p_custom;
}
Dictionary EditorData::restore_edited_scene_state(EditorSelection *p_selection, EditorSelectionHistory *p_history) {
	ERR_FAIL_INDEX_V(current_edited_scene, edited_scene.size(), Dictionary());
	const EditedScene &es = edited_scene.write[current_edited_scene];
	p_history->current_elem_idx = es.history_current;
	p_history->history = es.history_stored;
	p_selection->clear();
	for (Node *E : es.selection) {
		p_selection->add_node(E);
	}
	p_selection->cancel_update(); 
	set_editor_plugin_states(es.editor_states);
	return es.custom_state;
}
void EditorData::clear_edited_scenes() {
	for (int i = 0; i < edited_scene.size(); i++) {
		if (edited_scene[i].root) {
			memdelete(edited_scene[i].root);
		}
	}
	edited_scene.clear();
}
void EditorData::set_plugin_window_layout(Ref<ConfigFile> p_layout) {