### Godot version

3.5.2 RC2

### System information

Windows 10

### Issue description

If a gridmap is hidden in the editor and `get_tree().reload_current_scene()` is used, the gridmap will reappear on reset. Using `hide()` or `visible = false` in `_ready()` will not work:
![image](https://github.com/godotengine/godot/assets/16231628/1843f94c-1106-4f6a-ba97-4063174d8714)

The only fix is to use:
![image](https://github.com/godotengine/godot/assets/16231628/e2392aa2-3e79-4d43-bc92-0457319a4b60)


```swift
func _ready():
    show()
    hide()
```

### Steps to reproduce

- Add a gridmap node
- Set visibility in editor to false
- Use `get_tree().reload_current_scene()`

### Minimal reproduction project

[brokenhideshow.zip](https://github.com/godotengine/godot/files/12441673/brokenhideshow.zip)

cell_scale = p_scale;
	_recreate_octant_data();
}
float GridMap::get_cell_scale() const {
	return cell_scale;
}
TypedArray<Vector3i> GridMap::get_used_cells() const {
	TypedArray<Vector3i> a;
	a.resize(cell_map.size());
	int i = 0;
	for (const KeyValue<IndexKey, Cell> &E : cell_map) {
		Vector3i p(E.key.x, E.key.y, E.key.z);
		a[i++] = p;
	}
	return a;
}
TypedArray<Vector3i> GridMap::get_used_cells_by_item(int p_item) const {
	TypedArray<Vector3i> a;
	for (const KeyValue<IndexKey, Cell> &E : cell_map) {
		if ((int)E.value.item == p_item) {
			Vector3i p(E.key.x, E.key.y, E.key.z);
			a.push_back(p);
		}
	}
	return a;
}
Array GridMap::get_meshes() const {