### 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)

if (!selection.has(p_node)) {
		return;
	}
	Object *meta = selection[p_node];
	if (meta) {
		memdelete(meta);
	}
	selection.erase(p_node);
	changed = true;
	node_list_changed = true;
}
void EditorSelection::add_node(Node *p_node) {
	ERR_FAIL_NULL(p_node);
	ERR_FAIL_COND(!p_node->is_inside_tree());
	if (selection.has(p_node)) {
		return;
	}
	changed = true;
	node_list_changed = true;
	Object *meta = nullptr;
	for (Object *E : editor_plugins) {
		meta = E->call("_get_editor_data", p_node);
		if (meta) {
			break;
		}
	}
	selection[p_node] = meta;
	p_node->connect("tree_exiting", callable_mp(this, &EditorSelection::_node_removed).bind(p_node), CONNECT_ONE_SHOT);
}
void EditorSelection::remove_node(Node *p_node) {