### 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 (!scene_path.is_empty()) {
						required_load_paths.push_front(scene_path);
					}
					Ref<SceneState> inherited_state = original_node->get_scene_inherited_state();
					while (inherited_state.is_valid()) {
						String inherited_path = inherited_state->get_path();
						
						if (!inherited_path.is_empty()) {
							required_load_paths.push_front(inherited_path);
						}
						inherited_state = inherited_state->get_base_scene_state();
					}
					
					
					for (String path : required_load_paths) {
						if (!local_scene_cache.find(path)) {
							current_packed_scene = ResourceLoader::load(path, "", ResourceFormatLoader::CACHE_MODE_IGNORE, &err);
							current_packed_scene->set_path(path, true);
							local_scene_cache[path] = current_packed_scene;
						} else {
							current_packed_scene = local_scene_cache[path];
						}
					}
				}
				ERR_FAIL_COND(current_packed_scene.is_null());
				
				Node *instantiated_node = nullptr;
				if (current_packed_scene.is_valid()) {
					instantiated_node = current_packed_scene->instantiate(PackedScene::GEN_EDIT_STATE_INSTANCE);
				}