### 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)

ERR_FAIL_INDEX_V(ABS(p_position.x), 1 << 20, INVALID_CELL_ITEM);
	ERR_FAIL_INDEX_V(ABS(p_position.y), 1 << 20, INVALID_CELL_ITEM);
	ERR_FAIL_INDEX_V(ABS(p_position.z), 1 << 20, INVALID_CELL_ITEM);
	IndexKey key;
	key.x = p_position.x;
	key.y = p_position.y;
	key.z = p_position.z;
	if (!cell_map.has(key)) {
		return INVALID_CELL_ITEM;
	}
	return cell_map[key].item;
}
int GridMap::get_cell_item_orientation(const Vector3i &p_position) const {
	ERR_FAIL_INDEX_V(ABS(p_position.x), 1 << 20, -1);
	ERR_FAIL_INDEX_V(ABS(p_position.y), 1 << 20, -1);
	ERR_FAIL_INDEX_V(ABS(p_position.z), 1 << 20, -1);
	IndexKey key;
	key.x = p_position.x;
	key.y = p_position.y;
	key.z = p_position.z;
	if (!cell_map.has(key)) {
		return -1;
	}
	return cell_map[key].rot;
}
static const Basis _ortho_bases[24] = {
	Basis(1, 0, 0, 0, 1, 0, 0, 0, 1),
	Basis(0, -1, 0, 1, 0, 0, 0, 0, 1),
	Basis(-1, 0, 0, 0, -1, 0, 0, 0, 1),