### 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)

valid_source_owner = valid_source_owner->get_owner();
				}
			}
			if (!source_node || valid_source_owner == nullptr) {
				
				if (!c.callable.is_custom()) {
					valid_connections_from.push_back(c);
				}
			}
		}
		
		List<Node::GroupInfo> groups;
		p_node->get_groups(&groups);
		if (!modified_properties.is_empty() || !valid_connections_to.is_empty() || !valid_connections_from.is_empty() || !groups.is_empty()) {
			ModificationNodeEntry modification_node_entry;
			modification_node_entry.property_table = modified_properties;
			modification_node_entry.connections_to = valid_connections_to;
			modification_node_entry.connections_from = valid_connections_from;
			modification_node_entry.groups = groups;
			p_modification_table[p_root->get_path_to(p_node)] = modification_node_entry;
		}
	} else {
		AdditiveNodeEntry new_additive_node_entry;
		new_additive_node_entry.node = p_node;
		new_additive_node_entry.parent = p_root->get_path_to(p_node->get_parent());
		new_additive_node_entry.owner = p_node->get_owner();
		new_additive_node_entry.index = p_node->get_index();
		Node2D *node_2d = Object::cast_to<Node2D>(p_node);
		if (node_2d) {
			new_additive_node_entry.transform_2d = node_2d->get_relative_transform_to_parent(node_2d->get_parent());