### 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)

}
	editor_selection->clear();
	editor_data.set_edited_scene(p_idx);
	Node *new_scene = editor_data.get_edited_scene_root();
	if (Popup *p = Object::cast_to<Popup>(new_scene)) {
		p->show();
	}
	SceneTreeDock::get_singleton()->set_edited_scene(new_scene);
	if (get_tree()) {
		get_tree()->set_edited_scene_root(new_scene);
	}
	if (new_scene) {
		if (new_scene->get_parent() != scene_root) {
			scene_root->add_child(new_scene, true);
		}
	}
	Dictionary state = editor_data.restore_edited_scene_state(editor_selection, &editor_history);
	_edit_current(true);
	_update_title();
	_update_scene_tabs();
	call_deferred(SNAME("_set_main_scene_state"), state, get_edited_scene()); 
}
void EditorNode::setup_color_picker(ColorPicker *p_picker) {
	p_picker->set_editor_settings(EditorSettings::get_singleton());
	int default_color_mode = EDITOR_GET("interface/inspector/default_color_picker_mode");
	int picker_shape = EDITOR_GET("interface/inspector/default_color_picker_shape");
	p_picker->set_color_mode((ColorPicker::ColorModeType)default_color_mode);
	p_picker->set_picker_shape((ColorPicker::PickerShapeType)picker_shape);
}
bool EditorNode::is_scene_open(const String &p_path) {