### Godot version

Godot 4.1-beta2

### System information

Manjaro Gnome, Intel Core i7-11800H

### Issue description

On a relatively modern laptop (Intel Core i7-11800H), in a scene with many scripted nodes (total of 900+ with roughly half of them scripted), adding or duplicating a node freezes the editor for several seconds. Godot 4.0.2 handles such scenes much better!

Here is a flame graph captured while repeatedly duplicating simple Marker2D nodes with Ctrl+D in a complicated scene:
![Screenshot from 2023-06-15 23-54-38](https://github.com/godotengine/godot/assets/2766569/d0019f17-9b82-4a26-9b47-71fa7a3bef3a)

Performance data file to use with hotspot v1.4.1 (relevant data starts at the 75-second mark and lasts about 20+ seconds):
[perf.data.perfparser.zip](https://github.com/godotengine/godot/files/11763700/perf.data.perfparser.zip)



### Steps to reproduce

1) Add 1000 nodes with a script attached.
2) Duplicate a node and witness lags.

Also affects scrolling the scene tree dock.

### Minimal reproduction project

[add_node_lags_repro.zip](https://github.com/godotengine/godot/files/11763731/add_node_lags_repro.zip)

return edited_scene.size();
}
Vector<EditorData::EditedScene> EditorData::get_edited_scenes() const {
	Vector<EditedScene> out_edited_scenes_list = Vector<EditedScene>();
	for (int i = 0; i < edited_scene.size(); i++) {
		out_edited_scenes_list.push_back(edited_scene[i]);
	}
	return out_edited_scenes_list;
}
void EditorData::set_scene_modified_time(int p_idx, uint64_t p_time) {
	if (p_idx == -1) {
		p_idx = current_edited_scene;
	}
	ERR_FAIL_INDEX(p_idx, edited_scene.size());
	edited_scene.write[p_idx].file_modified_time = p_time;
}
uint64_t EditorData::get_scene_modified_time(int p_idx) const {
	ERR_FAIL_INDEX_V(p_idx, edited_scene.size(), 0);
	return edited_scene[p_idx].file_modified_time;
}
String EditorData::get_scene_type(int p_idx) const {