### 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_V(p_idx, edited_scene.size(), String());
	if (!edited_scene[p_idx].root) {
		return "";
	}
	return edited_scene[p_idx].root->get_class();
}
void EditorData::move_edited_scene_to_index(int p_idx) {
	ERR_FAIL_INDEX(current_edited_scene, edited_scene.size());
	ERR_FAIL_INDEX(p_idx, edited_scene.size());
	EditedScene es = edited_scene[current_edited_scene];
	edited_scene.remove_at(current_edited_scene);
	edited_scene.insert(p_idx, es);
	current_edited_scene = p_idx;
}
Ref<Script> EditorData::get_scene_root_script(int p_idx) const {
	ERR_FAIL_INDEX_V(p_idx, edited_scene.size(), Ref<Script>());
	if (!edited_scene[p_idx].root) {
		return Ref<Script>();
	}
	Ref<Script> s = edited_scene[p_idx].root->get_script();
	if (!s.is_valid() && edited_scene[p_idx].root->get_child_count()) {
		Node *n = edited_scene[p_idx].root->get_child(0);
		while (!s.is_valid() && n && n->get_scene_file_path().is_empty()) {
			s = n->get_script();
			n = n->get_parent();
		}
	}
	return s;
}
String EditorData::get_scene_title(int p_idx, bool p_always_strip_extension) const {