### Godot version

4.0.stable

### System information

Ubuntu, AMD Ryzen 5 2600, GTX 1650, Vulkan

### Issue description

When putting Tilemaps with lots of tiles on Parallaxlayers, it massively slows down Godot from roughly around 600fps to 20fps. This happens whether or not the parallaxlayers are invisible, have lightoccluder information, or have collision. It seems just the process of having lots of tiles exist slows it down. 

### Steps to reproduce

Open the minimal project and convert the 2 parallaxlayers from parallaxlayers to basic node2ds and watch the FPS massively increase.

### Minimal reproduction project

[ParallaxTilemap.zip](https://github.com/godotengine/godot/files/11566812/ParallaxTilemap.zip)

PackedStringArray warnings = Node::get_configuration_warnings();
	
	RBSet<int> y_sorted_z_index;
	for (const TileMapLayer &layer : layers) {
		if (layer.y_sort_enabled) {
			y_sorted_z_index.insert(layer.z_index);
		}
	}
	
	for (const TileMapLayer &layer : layers) {
		if (!layer.y_sort_enabled && y_sorted_z_index.has(layer.z_index)) {
			warnings.push_back(RTR("A Y-sorted layer has the same Z-index value as a not Y-sorted layer.\nThis may lead to unwanted behaviors, as a layer that is not Y-sorted will be Y-sorted as a whole with tiles from Y-sorted layers."));
			break;
		}
	}
	
	if (!is_y_sort_enabled()) {
		for (const TileMapLayer &layer : layers) {
			if (layer.y_sort_enabled) {
				warnings.push_back(RTR("A TileMap layer is set as Y-sorted, but Y-sort is not enabled on the TileMap node itself."));
				break;