### 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)

if (owner) {
					Ref<SceneState> ss_inst = owner->get_scene_instance_state();
					if (ss_inst.is_valid()) {
						ss_inst->update_instance_resource(p_instance_path, current_packed_scene);
					}
					owner->set_editable_instance(instantiated_node, is_editable);
				}
				
				for (AdditiveNodeEntry additive_node_entry : addition_list) {
					Node *parent_node = instantiated_node->get_node_or_null(additive_node_entry.parent);
					if (!parent_node) {
						parent_node = current_edited_scene;
					}
					parent_node->add_child(additive_node_entry.node);
					parent_node->move_child(additive_node_entry.node, additive_node_entry.index);
					
					if (additive_node_entry.owner == original_node) {
						additive_node_entry.owner = instantiated_node;
					}
					additive_node_entry.node->set_owner(additive_node_entry.owner);
					
					{
						Node2D *node_2d = Object::cast_to<Node2D>(additive_node_entry.node);
						if (node_2d) {
							node_2d->set_transform(additive_node_entry.transform_2d);
						}
						Node3D *node_3d = Object::cast_to<Node3D>(additive_node_entry.node);
						if (node_3d) {
							node_3d->set_transform(additive_node_entry.transform_3d);
						}