### 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)

ERR_FAIL_INDEX(p_idx, edited_scene.size());
	current_edited_scene = p_idx;
}
Node *EditorData::get_edited_scene_root(int p_idx) {
	if (p_idx < 0) {
		ERR_FAIL_INDEX_V(current_edited_scene, edited_scene.size(), nullptr);
		return edited_scene[current_edited_scene].root;
	} else {
		ERR_FAIL_INDEX_V(p_idx, edited_scene.size(), nullptr);
		return edited_scene[p_idx].root;
	}
}
void EditorData::set_edited_scene_root(Node *p_root) {
	ERR_FAIL_INDEX(current_edited_scene, edited_scene.size());
	edited_scene.write[current_edited_scene].root = p_root;
	if (p_root) {
		if (!p_root->get_scene_file_path().is_empty()) {
			edited_scene.write[current_edited_scene].path = p_root->get_scene_file_path();
		} else {
			p_root->set_scene_file_path(edited_scene[current_edited_scene].path);
		}
	}
	if (!edited_scene[current_edited_scene].path.is_empty()) {
		edited_scene.write[current_edited_scene].file_modified_time = FileAccess::get_modified_time(edited_scene[current_edited_scene].path);
	}
}
int EditorData::get_edited_scene_count() const {