### Godot version

4.0.stable

### System information

Ubuntu, AMD Ryzen 5 2600, GTX 1650, Vulkan

### Issue description

When putting Tilemaps with lots of tiles on Parallaxlayers, it massively slows down Godot from roughly around 600fps to 20fps. This happens whether or not the parallaxlayers are invisible, have lightoccluder information, or have collision. It seems just the process of having lots of tiles exist slows it down. 

### Steps to reproduce

Open the minimal project and convert the 2 parallaxlayers from parallaxlayers to basic node2ds and watch the FPS massively increase.

### Minimal reproduction project

[ParallaxTilemap.zip](https://github.com/godotengine/godot/files/11566812/ParallaxTilemap.zip)

int get_cell_source_id(int p_layer, const Vector2i &p_coords, bool p_use_proxies = false) const;
	Vector2i get_cell_atlas_coords(int p_layer, const Vector2i &p_coords, bool p_use_proxies = false) const;
	int get_cell_alternative_tile(int p_layer, const Vector2i &p_coords, bool p_use_proxies = false) const;
	
	TileData *get_cell_tile_data(int p_layer, const Vector2i &p_coords, bool p_use_proxies = false) const;
	
	Ref<TileMapPattern> get_pattern(int p_layer, TypedArray<Vector2i> p_coords_array);
	Vector2i map_pattern(const Vector2i &p_position_in_tilemap, const Vector2i &p_coords_in_pattern, Ref<TileMapPattern> p_pattern);
	void set_pattern(int p_layer, const Vector2i &p_position, const Ref<TileMapPattern> p_pattern);
	
	HashMap<Vector2i, TileSet::TerrainsPattern> terrain_fill_constraints(int p_layer, const Vector<Vector2i> &p_to_replace, int p_terrain_set, const RBSet<TerrainConstraint> &p_constraints); 
	HashMap<Vector2i, TileSet::TerrainsPattern> terrain_fill_connect(int p_layer, const Vector<Vector2i> &p_coords_array, int p_terrain_set, int p_terrain, bool p_ignore_empty_terrains = true); 
	HashMap<Vector2i, TileSet::TerrainsPattern> terrain_fill_path(int p_layer, const Vector<Vector2i> &p_coords_array, int p_terrain_set, int p_terrain, bool p_ignore_empty_terrains = true); 
	HashMap<Vector2i, TileSet::TerrainsPattern> terrain_fill_pattern(int p_layer, const Vector<Vector2i> &p_coords_array, int p_terrain_set, TileSet::TerrainsPattern p_terrains_pattern, bool p_ignore_empty_terrains = true); 
	void set_cells_terrain_connect(int p_layer, TypedArray<Vector2i> p_cells, int p_terrain_set, int p_terrain, bool p_ignore_empty_terrains = true);
	void set_cells_terrain_path(int p_layer, TypedArray<Vector2i> p_path, int p_terrain_set, int p_terrain, bool p_ignore_empty_terrains = true);
	
	TileMapCell get_cell(int p_layer, const Vector2i &p_coords, bool p_use_proxies = false) const;
	HashMap<Vector2i, TileMapQuadrant> *get_quadrant_map(int p_layer);
	int get_effective_quadrant_size(int p_layer) const;
	
	virtual void set_y_sort_enabled(bool p_enable) override;
	Vector2 map_to_local(const Vector2i &p_pos) const;
	Vector2i local_to_map(const Vector2 &p_pos) const;
	bool is_existing_neighbor(TileSet::CellNeighbor p_cell_neighbor) const;
	Vector2i get_neighbor_cell(const Vector2i &p_coords, TileSet::CellNeighbor p_cell_neighbor) const;
	TypedArray<Vector2i> get_used_cells(int p_layer) const;
	TypedArray<Vector2i> get_used_cells_by_id(int p_layer, int p_source_id = TileSet::INVALID_SOURCE, const Vector2i p_atlas_coords = TileSetSource::INVALID_ATLAS_COORDS, int p_alternative_tile = TileSetSource::INVALID_TILE_ALTERNATIVE) const;
	Rect2i get_used_rect();