### 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 *scene = editor_data.get_edited_scene_root(idx);
	if (!scene) {
		show_accept(TTR("This operation can't be done without a tree root."), TTR("OK"));
		return;
	}
	if (!scene->get_scene_file_path().is_empty() && _validate_scene_recursive(scene->get_scene_file_path(), scene)) {
		show_accept(TTR("This scene can't be saved because there is a cyclic instance inclusion.\nPlease resolve it and then attempt to save again."), TTR("OK"));
		return;
	}
	scene->propagate_notification(NOTIFICATION_EDITOR_PRE_SAVE);
	editor_data.apply_changes_in_editors();
	List<Ref<AnimatedValuesBackup>> anim_backups;
	_reset_animation_players(scene, &anim_backups);
	save_default_environment();
	_save_editor_states(p_file, idx);
	Ref<PackedScene> sdata;
	if (ResourceCache::has(p_file)) {
		
		
		
		sdata = ResourceCache::get_ref(p_file);
		if (sdata.is_valid()) {
			sdata->recreate_state();
		} else {
			sdata.instantiate();
		}
	} else {
		sdata.instantiate();
	}
	Error err = sdata->pack(scene);