### 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)

it.key = F.second;
				mmi.items.push_back(it);
#endif
				idx++;
			}
			RID instance = RS::get_singleton()->instance_create();
			RS::get_singleton()->instance_set_base(instance, mm);
			if (is_inside_tree()) {
				RS::get_singleton()->instance_set_scenario(instance, get_world_3d()->get_scenario());
				RS::get_singleton()->instance_set_transform(instance, get_global_transform());
			}
			mmi.multimesh = mm;
			mmi.instance = instance;
			g.multimesh_instances.push_back(mmi);
		}
	}
	if (col_debug.size()) {
		Array arr;
		arr.resize(RS::ARRAY_MAX);
		arr[RS::ARRAY_VERTEX] = col_debug;
		RS::get_singleton()->mesh_add_surface_from_arrays(g.collision_debug, RS::PRIMITIVE_LINES, arr);
		SceneTree *st = SceneTree::get_singleton();
		if (st) {
			RS::get_singleton()->mesh_surface_set_material(g.collision_debug, 0, st->get_debug_collision_material()->get_rid());
		}
	}
	g.dirty = false;
	return false;
}
void GridMap::_update_physics_bodies_collision_properties() {