### 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)

return ClassDB::class_exists(p_type) || ScriptServer::is_global_class(p_type) || get_custom_type_by_name(p_type);
}
void EditorData::remove_custom_type(const String &p_type) {
	for (KeyValue<String, Vector<CustomType>> &E : custom_types) {
		for (int i = 0; i < E.value.size(); i++) {
			if (E.value[i].name == p_type) {
				E.value.remove_at(i);
				if (E.value.is_empty()) {
					custom_types.erase(E.key);
				}
				return;
			}
		}
	}
}
void EditorData::instantiate_object_properties(Object *p_object) {
	ERR_FAIL_NULL(p_object);
	
	List<PropertyInfo> pinfo;
	p_object->get_property_list(&pinfo);
	for (List<PropertyInfo>::Element *E = pinfo.front(); E; E = E->next()) {
		PropertyInfo pi = E->get();
		if (pi.type == Variant::OBJECT && pi.usage & PROPERTY_USAGE_EDITOR_INSTANTIATE_OBJECT) {
			Object *prop = ClassDB::instantiate(pi.class_name);
			p_object->set(pi.name, prop);
		}
	}
}
int EditorData::add_edited_scene(int p_at_pos) {