### 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)

editor_plugins.erase(p_plugin);
}
void EditorData::add_editor_plugin(EditorPlugin *p_plugin) {
	editor_plugins.push_back(p_plugin);
}
int EditorData::get_editor_plugin_count() const {
	return editor_plugins.size();
}
EditorPlugin *EditorData::get_editor_plugin(int p_idx) {
	ERR_FAIL_INDEX_V(p_idx, editor_plugins.size(), nullptr);
	return editor_plugins[p_idx];
}
void EditorData::add_extension_editor_plugin(const StringName &p_class_name, EditorPlugin *p_plugin) {
	ERR_FAIL_COND(extension_editor_plugins.has(p_class_name));
	extension_editor_plugins.insert(p_class_name, p_plugin);
}
void EditorData::remove_extension_editor_plugin(const StringName &p_class_name) {
	extension_editor_plugins.erase(p_class_name);
}
bool EditorData::has_extension_editor_plugin(const StringName &p_class_name) {
	return extension_editor_plugins.has(p_class_name);
}
EditorPlugin *EditorData::get_extension_editor_plugin(const StringName &p_class_name) {
	EditorPlugin **plugin = extension_editor_plugins.getptr(p_class_name);
	return plugin == nullptr ? nullptr : *plugin;
}
void EditorData::add_custom_type(const String &p_type, const String &p_inherits, const Ref<Script> &p_script, const Ref<Texture2D> &p_icon) {