### 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(p_idx, edited_scene.size());
	ERR_FAIL_INDEX(p_to_idx, edited_scene.size());
	SWAP(edited_scene.write[p_idx], edited_scene.write[p_to_idx]);
}
void EditorData::remove_scene(int p_idx) {
	ERR_FAIL_INDEX(p_idx, edited_scene.size());
	if (edited_scene[p_idx].root) {
		for (int i = 0; i < editor_plugins.size(); i++) {
			editor_plugins[i]->notify_scene_closed(edited_scene[p_idx].root->get_scene_file_path());
		}
		memdelete(edited_scene[p_idx].root);
		edited_scene.write[p_idx].root = nullptr;
	}
	if (current_edited_scene > p_idx) {
		current_edited_scene--;
	} else if (current_edited_scene == p_idx && current_edited_scene > 0) {
		current_edited_scene--;
	}
	if (!edited_scene[p_idx].path.is_empty()) {
		EditorNode::get_singleton()->emit_signal("scene_closed", edited_scene[p_idx].path);
	}
	undo_redo_manager->discard_history(edited_scene[p_idx].history_id);
	edited_scene.remove_at(p_idx);
}
bool EditorData::_find_updated_instances(Node *p_root, Node *p_node, HashSet<String> &checked_paths) {