### 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)

for (int i = 0; i < editor_data.get_edited_scene_count(); i++) {
		if (editor_data.get_scene_path(i) == p_path) {
			return true;
		}
	}
	return false;
}
void EditorNode::fix_dependencies(const String &p_for_file) {
	dependency_fixer->edit(p_for_file);
}
int EditorNode::new_scene() {
	int idx = editor_data.add_edited_scene(-1);
	
	if (editor_data.get_edited_scene_count() > 1) {
		for (int i = 0; i < editor_data.get_edited_scene_count() - 1; i++) {
			bool unsaved = EditorUndoRedoManager::get_singleton()->is_history_unsaved(editor_data.get_scene_history_id(i));
			if (!unsaved && editor_data.get_scene_path(i).is_empty() && editor_data.get_edited_scene_root(i) == nullptr) {
				editor_data.remove_scene(i);
				idx--;
			}
		}
	}
	idx = MAX(idx, 0);
	_scene_tab_changed(idx);
	editor_data.clear_editor_states();
	_update_scene_tabs();
	return idx;
}
Error EditorNode::load_scene(const String &p_scene, bool p_ignore_broken_deps, bool p_set_inherited, bool p_clear_errors, bool p_force_open_imported, bool p_silent_change_tab) {