### 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)

ERR_FAIL_INDEX_V(p_index, 24, Basis());
	return _ortho_bases[p_index];
}
int GridMap::get_orthogonal_index_from_basis(const Basis &p_basis) const {
	Basis orth = p_basis;
	for (int i = 0; i < 3; i++) {
		for (int j = 0; j < 3; j++) {
			real_t v = orth[i][j];
			if (v > 0.5) {
				v = 1.0;
			} else if (v < -0.5) {
				v = -1.0;
			} else {
				v = 0;
			}
			orth[i][j] = v;
		}
	}
	for (int i = 0; i < 24; i++) {
		if (_ortho_bases[i] == orth) {
			return i;
		}
	}
	return 0;
}
Vector3i GridMap::local_to_map(const Vector3 &p_world_position) const {
	Vector3 map_position = (p_world_position / cell_size).floor();
	return Vector3i(map_position);
}
Vector3 GridMap::map_to_local(const Vector3i &p_map_position) const {