### 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_COND(!instantiated_node);
				bool original_node_is_displayed_folded = original_node->is_displayed_folded();
				bool original_node_scene_instance_load_placeholder = original_node->get_scene_instance_load_placeholder();
				
				instantiated_node->set_name(original_node->get_name());
				
				String original_node_file_path = original_node->get_scene_file_path();
				if (current_edited_scene == original_node) {
					instantiated_node->set_scene_instance_state(original_node->get_scene_instance_state());
					
					if (original_node_file_path.is_empty()) {
						Ref<SceneState> state = current_packed_scene->get_state();
						state->set_path(current_packed_scene->get_path());
						instantiated_node->set_scene_inherited_state(state);
						instantiated_node->set_scene_file_path(String());
					}
					editor_data.set_edited_scene_root(instantiated_node);
					current_edited_scene = instantiated_node;
					if (original_node->is_inside_tree()) {
						SceneTreeDock::get_singleton()->set_edited_scene(current_edited_scene);
						original_node->get_tree()->set_edited_scene_root(instantiated_node);
					}
				}
				
				original_node->replace_by(instantiated_node, false);
				
				original_node->queue_free();
				
				instantiated_node->set_display_folded(original_node_is_displayed_folded);
				instantiated_node->set_scene_instance_load_placeholder(original_node_scene_instance_load_placeholder);