### 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 (mesh_library.is_null()) {
		return Array();
	}
	Vector3 ofs = _get_offset();
	Array meshes;
	for (const KeyValue<IndexKey, Cell> &E : cell_map) {
		int id = E.value.item;
		if (!mesh_library->has_item(id)) {
			continue;
		}
		Ref<Mesh> mesh = mesh_library->get_item_mesh(id);
		if (mesh.is_null()) {
			continue;
		}
		IndexKey ik = E.key;
		Vector3 cellpos = Vector3(ik.x, ik.y, ik.z);
		Transform3D xform;
		xform.basis = _ortho_bases[E.value.rot];
		xform.set_origin(cellpos * cell_size + ofs);
		xform.basis.scale(Vector3(cell_scale, cell_scale, cell_scale));
		meshes.push_back(xform * mesh_library->get_item_mesh_transform(id));
		meshes.push_back(mesh);
	}
	return meshes;
}
Vector3 GridMap::_get_offset() const {