### 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)

singleton->progress_hb->add_task(p_task, p_label, p_steps);
}
void EditorNode::progress_task_step_bg(const String &p_task, int p_step) {
	singleton->progress_hb->task_step(p_task, p_step);
}
void EditorNode::progress_end_task_bg(const String &p_task) {
	singleton->progress_hb->end_task(p_task);
}
String EditorNode::_get_system_info() const {
	String distribution_name = OS::get_singleton()->get_distribution_name();
	if (distribution_name.is_empty()) {
		distribution_name = OS::get_singleton()->get_name();
	}
	if (distribution_name.is_empty()) {
		distribution_name = "Other";
	}
	const String distribution_version = OS::get_singleton()->get_version();
	String godot_version = "Godot v" + String(VERSION_FULL_CONFIG);
	if (String(VERSION_BUILD) != "official") {
		String hash = String(VERSION_HASH);
		hash = hash.is_empty() ? String("unknown") : vformat("(%s)", hash.left(9));
		godot_version += " " + hash;
	}
	String driver_name = GLOBAL_GET("rendering/rendering_device/driver");
	String rendering_method = GLOBAL_GET("rendering/renderer/rendering_method");
	const String rendering_device_name = RenderingServer::get_singleton()->get_video_adapter_name();
	RenderingDevice::DeviceType device_type = RenderingServer::get_singleton()->get_video_adapter_type();
	String device_type_string;
	switch (device_type) {