### Godot version

3.5.2 RC2

### System information

Windows 10

### Issue description

If a gridmap is hidden in the editor and `get_tree().reload_current_scene()` is used, the gridmap will reappear on reset. Using `hide()` or `visible = false` in `_ready()` will not work:
![image](https://github.com/godotengine/godot/assets/16231628/1843f94c-1106-4f6a-ba97-4063174d8714)

The only fix is to use:
![image](https://github.com/godotengine/godot/assets/16231628/e2392aa2-3e79-4d43-bc92-0457319a4b60)


```swift
func _ready():
    show()
    hide()
```

### Steps to reproduce

- Add a gridmap node
- Set visibility in editor to false
- Use `get_tree().reload_current_scene()`

### Minimal reproduction project

[brokenhideshow.zip](https://github.com/godotengine/godot/files/12441673/brokenhideshow.zip)

String name = p_name;
	if (name == "data") {
		Dictionary d;
		Vector<int> cells;
		cells.resize(cell_map.size() * 3);
		{
			int *w = cells.ptrw();
			int i = 0;
			for (const KeyValue<IndexKey, Cell> &E : cell_map) {
				encode_uint64(E.key.key, (uint8_t *)&w[i * 3]);
				encode_uint32(E.value.cell, (uint8_t *)&w[i * 3 + 2]);
				i++;
			}
		}
		d["cells"] = cells;
		r_ret = d;
	} else if (name == "baked_meshes") {
		Array ret;
		ret.resize(baked_meshes.size());
		for (int i = 0; i < baked_meshes.size(); i++) {
			ret[i] = baked_meshes[i].mesh;
		}
		r_ret = ret;
	} else {
		return false;
	}
	return true;
}
void GridMap::_get_property_list(List<PropertyInfo> *p_list) const {