### 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)

if (!is_inside_tree()) {
		return;
	}
	for (KeyValue<OctantKey, Octant *> &e : octant_map) {
		Octant *octant = e.value;
		for (int i = 0; i < octant->multimesh_instances.size(); i++) {
			const Octant::MultimeshInstance &mi = octant->multimesh_instances[i];
			RS::get_singleton()->instance_set_visible(mi.instance, is_visible_in_tree());
		}
	}
	for (int i = 0; i < baked_meshes.size(); i++) {
		RS::get_singleton()->instance_set_visible(baked_meshes[i].instance, is_visible_in_tree());
	}
}
void GridMap::_queue_octants_dirty() {
	if (awaiting_update) {
		return;
	}
	MessageQueue::get_singleton()->push_call(this, "_update_octants_callback");
	awaiting_update = true;
}
void GridMap::_recreate_octant_data() {