### 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 (bake_navigation && is_inside_tree() && p_map == get_world_3d()->get_navigation_map()) {
		_update_navigation_debug_edge_connections();
	}
}
#endif 
GridMap::~GridMap() {
	clear();
#ifdef DEBUG_ENABLED
	NavigationServer3D::get_singleton()->disconnect("map_changed", callable_mp(this, &GridMap::_navigation_map_changed));
	NavigationServer3D::get_singleton()->disconnect("navigation_debug_changed", callable_mp(this, &GridMap::_update_navigation_debug_edge_connections));
#endif 
}
#ifdef DEBUG_ENABLED
void GridMap::_update_octant_navigation_debug_edge_connections_mesh(const OctantKey &p_key) {
	ERR_FAIL_COND(!octant_map.has(p_key));
	Octant &g = *octant_map[p_key];
	if (!NavigationServer3D::get_singleton()->get_debug_navigation_enabled()) {
		if (g.navigation_debug_edge_connections_instance.is_valid()) {
			RS::get_singleton()->instance_set_visible(g.navigation_debug_edge_connections_instance, false);
		}
		return;
	}
	if (!is_inside_tree()) {
		return;
	}
	if (!bake_navigation) {
		if (g.navigation_debug_edge_connections_instance.is_valid()) {
			RS::get_singleton()->instance_set_visible(g.navigation_debug_edge_connections_instance, false);
		}
		return;