### 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 (is_inside_tree()) {
						RS::get_singleton()->instance_set_scenario(nm.navigation_mesh_debug_instance, get_world_3d()->get_scenario());
						RS::get_singleton()->instance_set_transform(nm.navigation_mesh_debug_instance, get_global_transform() * nm.xform);
					}
				}
#endif 
			}
			g.navigation_cell_ids[E] = nm;
		}
	}
#ifdef DEBUG_ENABLED
	if (bake_navigation) {
		_update_octant_navigation_debug_edge_connections_mesh(p_key);
	}
#endif 
	
	if (baked_meshes.size() == 0) {
		for (const KeyValue<int, List<Pair<Transform3D, IndexKey>>> &E : multimesh_items) {
			Octant::MultimeshInstance mmi;
			RID mm = RS::get_singleton()->multimesh_create();
			RS::get_singleton()->multimesh_allocate_data(mm, E.value.size(), RS::MULTIMESH_TRANSFORM_3D);
			RS::get_singleton()->multimesh_set_mesh(mm, mesh_library->get_item_mesh(E.key)->get_rid());
			int idx = 0;
			for (const Pair<Transform3D, IndexKey> &F : E.value) {
				RS::get_singleton()->multimesh_instance_set_transform(mm, idx, F.first);
#ifdef TOOLS_ENABLED
				Octant::MultimeshInstance::Item it;
				it.index = idx;
				it.transform = F.first;