### 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)

return Vector3(
			cell_size.x * 0.5 * int(center_x),
			cell_size.y * 0.5 * int(center_y),
			cell_size.z * 0.5 * int(center_z));
}
void GridMap::clear_baked_meshes() {
	ERR_FAIL_NULL(RenderingServer::get_singleton());
	for (int i = 0; i < baked_meshes.size(); i++) {
		RS::get_singleton()->free(baked_meshes[i].instance);
	}
	baked_meshes.clear();
	_recreate_octant_data();
}
void GridMap::make_baked_meshes(bool p_gen_lightmap_uv, float p_lightmap_uv_texel_size) {
	if (!mesh_library.is_valid()) {
		return;
	}
	
	HashMap<OctantKey, HashMap<Ref<Material>, Ref<SurfaceTool>>, OctantKey> surface_map;
	for (KeyValue<IndexKey, Cell> &E : cell_map) {
		IndexKey key = E.key;