### 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)

if (current_edited_scene != -1) {
		return edited_scene[current_edited_scene].history_id;
	}
	return 0;
}
int EditorData::get_scene_history_id(int p_idx) const {
	return edited_scene[p_idx].history_id;
}
void EditorData::add_undo_redo_inspector_hook_callback(Callable p_callable) {
	undo_redo_callbacks.push_back(p_callable);
}
void EditorData::remove_undo_redo_inspector_hook_callback(Callable p_callable) {
	undo_redo_callbacks.erase(p_callable);
}
const Vector<Callable> EditorData::get_undo_redo_inspector_hook_callback() {
	return undo_redo_callbacks;
}
void EditorData::add_move_array_element_function(const StringName &p_class, Callable p_callable) {
	move_element_functions.insert(p_class, p_callable);
}
void EditorData::remove_move_array_element_function(const StringName &p_class) {
	move_element_functions.erase(p_class);
}
Callable EditorData::get_move_array_element_function(const StringName &p_class) const {
	if (move_element_functions.has(p_class)) {
		return move_element_functions[p_class];
	}
	return Callable();
}
void EditorData::remove_editor_plugin(EditorPlugin *p_plugin) {