### 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)

HashMap<NodePath, ModificationNodeEntry> modification_table;
				List<AdditiveNodeEntry> addition_list;
				update_diff_data_for_node(current_edited_scene, original_node, original_node, modification_table, addition_list);
				
				for (const KeyValue<NodePath, ModificationNodeEntry> &modification_table_entry : modification_table) {
					for (Connection conn : modification_table_entry.value.connections_from) {
						conn.signal.get_object()->disconnect(conn.signal.get_name(), conn.callable);
					}
					for (ConnectionWithNodePath cwnp : modification_table_entry.value.connections_to) {
						Connection conn = cwnp.connection;
						if (conn.flags & CONNECT_PERSIST) {
							conn.signal.get_object()->disconnect(conn.signal.get_name(), conn.callable);
						}
					}
				}
				
				List<NodePath> selected_node_paths;
				for (Node *selected_node : editor_selection->get_selected_node_list()) {
					if (selected_node == original_node || original_node->is_ancestor_of(selected_node)) {
						selected_node_paths.push_back(original_node->get_path_to(selected_node));
						editor_selection->remove_node(selected_node);
					}
				}
				
				for (AdditiveNodeEntry additive_node_entry : addition_list) {
					Node *addition_node = additive_node_entry.node;
					addition_node->get_parent()->remove_child(addition_node);
				}