### 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 (!baked_meshes.size()) {
		make_baked_meshes(true);
	}
	Array arr;
	for (int i = 0; i < baked_meshes.size(); i++) {
		arr.push_back(baked_meshes[i].mesh);
		arr.push_back(Transform3D());
	}
	return arr;
}
RID GridMap::get_bake_mesh_instance(int p_idx) {
	ERR_FAIL_INDEX_V(p_idx, baked_meshes.size(), RID());
	return baked_meshes[p_idx].instance;
}
GridMap::GridMap() {
	set_notify_transform(true);
#ifdef DEBUG_ENABLED
	NavigationServer3D::get_singleton()->connect("map_changed", callable_mp(this, &GridMap::_navigation_map_changed));
	NavigationServer3D::get_singleton()->connect("navigation_debug_changed", callable_mp(this, &GridMap::_update_navigation_debug_edge_connections));
#endif 
}
#ifdef DEBUG_ENABLED
void GridMap::_update_navigation_debug_edge_connections() {
	if (bake_navigation) {
		for (const KeyValue<OctantKey, Octant *> &E : octant_map) {
			_update_octant_navigation_debug_edge_connections_mesh(E.key);
		}
	}
}
void GridMap::_navigation_map_changed(RID p_map) {