### Godot version

4.0.stable

### System information

Ubuntu, AMD Ryzen 5 2600, GTX 1650, Vulkan

### Issue description

When putting Tilemaps with lots of tiles on Parallaxlayers, it massively slows down Godot from roughly around 600fps to 20fps. This happens whether or not the parallaxlayers are invisible, have lightoccluder information, or have collision. It seems just the process of having lots of tiles exist slows it down. 

### Steps to reproduce

Open the minimal project and convert the 2 parallaxlayers from parallaxlayers to basic node2ds and watch the FPS massively increase.

### Minimal reproduction project

[ParallaxTilemap.zip](https://github.com/godotengine/godot/files/11566812/ParallaxTilemap.zip)

void _clear_layer_internals(int p_layer);
	void _clear_internals();
	HashSet<Vector3i> instantiated_scenes;
	
	void _recompute_rect_cache();
	
	bool _rendering_quadrant_order_dirty = false;
	void _rendering_notification(int p_what);
	void _rendering_update_layer(int p_layer);
	void _rendering_cleanup_layer(int p_layer);
	void _rendering_update_dirty_quadrants(SelfList<TileMapQuadrant>::List &r_dirty_quadrant_list);
	void _rendering_create_quadrant(TileMapQuadrant *p_quadrant);
	void _rendering_cleanup_quadrant(TileMapQuadrant *p_quadrant);
	void _rendering_draw_quadrant_debug(TileMapQuadrant *p_quadrant);
	Transform2D last_valid_transform;
	Transform2D new_transform;
	void _physics_notification(int p_what);
	void _physics_update_dirty_quadrants(SelfList<TileMapQuadrant>::List &r_dirty_quadrant_list);
	void _physics_cleanup_quadrant(TileMapQuadrant *p_quadrant);
	void _physics_draw_quadrant_debug(TileMapQuadrant *p_quadrant);
	void _navigation_notification(int p_what);
	void _navigation_update_layer(int p_layer);
	void _navigation_cleanup_layer(int p_layer);
	void _navigation_update_dirty_quadrants(SelfList<TileMapQuadrant>::List &r_dirty_quadrant_list);
	void _navigation_cleanup_quadrant(TileMapQuadrant *p_quadrant);
	void _navigation_draw_quadrant_debug(TileMapQuadrant *p_quadrant);
	void _scenes_update_dirty_quadrants(SelfList<TileMapQuadrant>::List &r_dirty_quadrant_list);
	void _scenes_cleanup_quadrant(TileMapQuadrant *p_quadrant);
	void _scenes_draw_quadrant_debug(TileMapQuadrant *p_quadrant);