### 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)

Size2 s = dock_select->get_size();
	s.y /= 2.0;
	s.x /= 6.0;
	Color used = Color(0.6, 0.6, 0.6, 0.8);
	Color used_selected = Color(0.8, 0.8, 0.8, 0.8);
	Color tab_selected = theme_base->get_theme_color(SNAME("mono_color"), SNAME("Editor"));
	Color unused = used;
	unused.a = 0.4;
	Color unusable = unused;
	unusable.a = 0.1;
	Rect2 unr(s.x * 2, 0, s.x * 2, s.y * 2);
	unr.position += Vector2(2, 5);
	unr.size -= Vector2(4, 7);
	dock_select->draw_rect(unr, unusable);
	dock_tab_move_left->set_disabled(true);
	dock_tab_move_right->set_disabled(true);
	if (dock_popup_selected_idx != -1 && dock_slot[dock_popup_selected_idx]->get_tab_count()) {
		dock_tab_move_left->set_disabled(dock_slot[dock_popup_selected_idx]->get_current_tab() == 0);
		dock_tab_move_right->set_disabled(dock_slot[dock_popup_selected_idx]->get_current_tab() >= dock_slot[dock_popup_selected_idx]->get_tab_count() - 1);
	}
	for (int i = 0; i < DOCK_SLOT_MAX; i++) {
		Vector2 ofs;
		switch (i) {
			case DOCK_SLOT_LEFT_UL: {
			} break;
			case DOCK_SLOT_LEFT_BL: {