### 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)

ERR_FAIL_COND_MSG(p_script.is_null(), "It's not a reference to a valid Script object.");
	CustomType ct;
	ct.name = p_type;
	ct.icon = p_icon;
	ct.script = p_script;
	if (!custom_types.has(p_inherits)) {
		custom_types[p_inherits] = Vector<CustomType>();
	}
	custom_types[p_inherits].push_back(ct);
}
Variant EditorData::instantiate_custom_type(const String &p_type, const String &p_inherits) {
	if (get_custom_types().has(p_inherits)) {
		for (int i = 0; i < get_custom_types()[p_inherits].size(); i++) {
			if (get_custom_types()[p_inherits][i].name == p_type) {
				Ref<Script> script = get_custom_types()[p_inherits][i].script;
				Variant ob = ClassDB::instantiate(p_inherits);
				ERR_FAIL_COND_V(!ob, Variant());
				Node *n = Object::cast_to<Node>(ob);
				if (n) {
					n->set_name(p_type);
				}
				((Object *)ob)->set_script(script);
				return ob;
			}
		}
	}
	return Variant();
}
const EditorData::CustomType *EditorData::get_custom_type_by_name(const String &p_type) const {