### 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)

Transform3D new_xform = get_global_transform();
			if (new_xform == last_transform) {
				break;
			}
			
			for (const KeyValue<OctantKey, Octant *> &E : octant_map) {
				_octant_transform(E.key);
			}
			last_transform = new_xform;
			for (int i = 0; i < baked_meshes.size(); i++) {
				RS::get_singleton()->instance_set_transform(baked_meshes[i].instance, get_global_transform());
			}
		} break;
		case NOTIFICATION_EXIT_WORLD: {
			for (const KeyValue<OctantKey, Octant *> &E : octant_map) {
				_octant_exit_world(E.key);
			}
			
			
			
			for (int i = 0; i < baked_meshes.size(); i++) {
				RS::get_singleton()->instance_set_scenario(baked_meshes[i].instance, RID());
			}
		} break;
		case NOTIFICATION_VISIBILITY_CHANGED: {
			_update_visibility();
		} break;
	}
}
void GridMap::_update_visibility() {