### 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)

for (const Node *E : edited_scene.write[p_idx].selection) {
			NodePath p = edited_scene[p_idx].root->get_path_to(E);
			Node *new_node = new_scene->get_node(p);
			if (new_node) {
				new_selection.push_back(new_node);
			}
		}
		new_scene->set_scene_file_path(edited_scene[p_idx].root->get_scene_file_path());
		memdelete(edited_scene[p_idx].root);
		edited_scene.write[p_idx].root = new_scene;
		if (!new_scene->get_scene_file_path().is_empty()) {
			edited_scene.write[p_idx].path = new_scene->get_scene_file_path();
		}
		edited_scene.write[p_idx].selection = new_selection;
		return true;
	}
	return false;
}
int EditorData::get_edited_scene() const {
	return current_edited_scene;
}
int EditorData::get_edited_scene_from_path(const String &p_path) const {
	for (int i = 0; i < edited_scene.size(); i++) {
		if (edited_scene[i].path == p_path) {
			return i;
		}
	}
	return -1;
}
void EditorData::set_edited_scene(int p_idx) {