### 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)

Node *edited_scene_root = editor_data.get_edited_scene_root(i);
			if (edited_scene_root) {
				List<Node *> valid_nodes;
				find_all_instances_inheriting_path_in_node(edited_scene_root, edited_scene_root, p_instance_path, valid_nodes);
				if (valid_nodes.size() > 0) {
					edited_scene_map[i] = valid_nodes;
				}
			}
		}
	}
	if (edited_scene_map.size() > 0) {
		
		Error err;
		Ref<PackedScene> instance_scene_packed_scene = ResourceLoader::load(p_instance_path, "", ResourceFormatLoader::CACHE_MODE_IGNORE, &err);
		instance_scene_packed_scene->set_path(p_instance_path, true);
		ERR_FAIL_COND(err != OK);
		ERR_FAIL_COND(instance_scene_packed_scene.is_null());
		HashMap<String, Ref<PackedScene>> local_scene_cache;
		local_scene_cache[p_instance_path] = instance_scene_packed_scene;
		for (const KeyValue<int, List<Node *>> &edited_scene_map_elem : edited_scene_map) {
			
			int current_scene_idx = edited_scene_map_elem.key;
			editor_data.set_edited_scene(current_scene_idx);
			Node *current_edited_scene = editor_data.get_edited_scene_root(current_scene_idx);
			
			EditorUndoRedoManager::get_singleton()->clear_history();
			
			editor_data.is_scene_changed(current_scene_idx);
			for (Node *original_node : edited_scene_map_elem.value) {