### 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)

physics_material = p_material;
	_recreate_octant_data();
}
Ref<PhysicsMaterial> GridMap::get_physics_material() const {
	return physics_material;
}
bool GridMap::get_collision_mask_value(int p_layer_number) const {
	ERR_FAIL_COND_V_MSG(p_layer_number < 1, false, "Collision layer number must be between 1 and 32 inclusive.");
	ERR_FAIL_COND_V_MSG(p_layer_number > 32, false, "Collision layer number must be between 1 and 32 inclusive.");
	return get_collision_mask() & (1 << (p_layer_number - 1));
}
Array GridMap::get_collision_shapes() const {
	Array shapes;
	for (const KeyValue<OctantKey, Octant *> &E : octant_map) {
		Octant *g = E.value;
		RID body = g->static_body;
		Transform3D body_xform = PhysicsServer3D::get_singleton()->body_get_state(body, PhysicsServer3D::BODY_STATE_TRANSFORM);
		int nshapes = PhysicsServer3D::get_singleton()->body_get_shape_count(body);
		for (int i = 0; i < nshapes; i++) {
			RID shape = PhysicsServer3D::get_singleton()->body_get_shape(body, i);
			Transform3D xform = PhysicsServer3D::get_singleton()->body_get_shape_transform(body, i);
			shapes.push_back(body_xform * xform);
			shapes.push_back(shape);
		}
	}
	return shapes;
}
void GridMap::set_bake_navigation(bool p_bake_navigation) {