### 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)

resource_conversion_plugins.push_back(p_plugin);
}
void EditorNode::remove_resource_conversion_plugin(const Ref<EditorResourceConversionPlugin> &p_plugin) {
	resource_conversion_plugins.erase(p_plugin);
}
Vector<Ref<EditorResourceConversionPlugin>> EditorNode::find_resource_conversion_plugin(const Ref<Resource> &p_for_resource) {
	Vector<Ref<EditorResourceConversionPlugin>> ret;
	for (int i = 0; i < resource_conversion_plugins.size(); i++) {
		if (resource_conversion_plugins[i].is_valid() && resource_conversion_plugins[i]->handles(p_for_resource)) {
			ret.push_back(resource_conversion_plugins[i]);
		}
	}
	return ret;
}
void EditorNode::_bottom_panel_raise_toggled(bool p_pressed) {
	top_split->set_visible(!p_pressed);
}
void EditorNode::_update_renderer_color() {
	String rendering_method = renderer->get_selected_metadata();
	if (rendering_method == "forward_plus") {
		renderer->add_theme_color_override("font_color", Color::hex(0x5d8c3fff));
	}
	if (rendering_method == "mobile") {
		renderer->add_theme_color_override("font_color", Color::hex(0xa5557dff));
	}
	if (rendering_method == "gl_compatibility") {
		renderer->add_theme_color_override("font_color", Color::hex(0x5586a4ff));
	}
}
void EditorNode::_renderer_selected(int p_which) {