### 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)

for (const KeyValue<OctantKey, Octant *> &E : octant_map) {
		PhysicsServer3D::get_singleton()->body_set_collision_layer(E.value->static_body, collision_layer);
		PhysicsServer3D::get_singleton()->body_set_collision_mask(E.value->static_body, collision_mask);
		PhysicsServer3D::get_singleton()->body_set_collision_priority(E.value->static_body, collision_priority);
	}
}
void GridMap::_octant_enter_world(const OctantKey &p_key) {
	ERR_FAIL_COND(!octant_map.has(p_key));
	Octant &g = *octant_map[p_key];
	PhysicsServer3D::get_singleton()->body_set_state(g.static_body, PhysicsServer3D::BODY_STATE_TRANSFORM, get_global_transform());
	PhysicsServer3D::get_singleton()->body_set_space(g.static_body, get_world_3d()->get_space());
	if (g.collision_debug_instance.is_valid()) {
		RS::get_singleton()->instance_set_scenario(g.collision_debug_instance, get_world_3d()->get_scenario());
		RS::get_singleton()->instance_set_transform(g.collision_debug_instance, get_global_transform());
	}
	for (int i = 0; i < g.multimesh_instances.size(); i++) {
		RS::get_singleton()->instance_set_scenario(g.multimesh_instances[i].instance, get_world_3d()->get_scenario());
		RS::get_singleton()->instance_set_transform(g.multimesh_instances[i].instance, get_global_transform());
	}
	if (bake_navigation && mesh_library.is_valid()) {
		for (KeyValue<IndexKey, Octant::NavigationCell> &F : g.navigation_cell_ids) {
			if (cell_map.has(F.key) && F.value.region.is_valid() == false) {
				Ref<NavigationMesh> navigation_mesh = mesh_library->get_item_navigation_mesh(cell_map[F.key].item);
				if (navigation_mesh.is_valid()) {
					RID region = NavigationServer3D::get_singleton()->region_create();
					NavigationServer3D::get_singleton()->region_set_owner_id(region, get_instance_id());
					NavigationServer3D::get_singleton()->region_set_navigation_layers(region, F.value.navigation_layers);
					NavigationServer3D::get_singleton()->region_set_navigation_mesh(region, navigation_mesh);