### 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(plugin_init_callback_count == MAX_INIT_CALLBACKS);
	plugin_init_callbacks[plugin_init_callback_count++] = p_callback;
}
EditorPluginInitializeCallback EditorNode::plugin_init_callbacks[EditorNode::MAX_INIT_CALLBACKS];
int EditorNode::build_callback_count = 0;
void EditorNode::add_build_callback(EditorBuildCallback p_callback) {
	ERR_FAIL_COND(build_callback_count == MAX_INIT_CALLBACKS);
	build_callbacks[build_callback_count++] = p_callback;
}
EditorBuildCallback EditorNode::build_callbacks[EditorNode::MAX_BUILD_CALLBACKS];
bool EditorNode::call_build() {
	bool builds_successful = true;
	for (int i = 0; i < build_callback_count && builds_successful; i++) {
		if (!build_callbacks[i]()) {
			ERR_PRINT("A Godot Engine build callback failed.");
			builds_successful = false;
		}
	}
	if (builds_successful && !editor_data.call_build()) {
		ERR_PRINT("An EditorPlugin build callback failed.");
		builds_successful = false;
	}
	return builds_successful;
}
void EditorNode::_inherit_imported(const String &p_action) {