### 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)

Node *scene = editor_data.get_edited_scene_root(scene_idx);
			if (scene && !scene->get_scene_file_path().is_empty()) {
				if (DirAccess::exists(scene->get_scene_file_path().get_base_dir())) {
					if (scene_idx != editor_data.get_edited_scene()) {
						_save_scene_with_preview(scene->get_scene_file_path(), scene_idx);
					} else {
						_save_scene_with_preview(scene->get_scene_file_path());
					}
					if (scene_idx != -1) {
						_discard_changes();
					}
					save_editor_layout_delayed();
				} else {
					show_save_accept(vformat(TTR("%s no longer exists! Please specify a new save location."), scene->get_scene_file_path().get_base_dir()), TTR("OK"));
				}
				break;
			}
			[[fallthrough]];
		}
		case FILE_SAVE_AS_SCENE: {
			int scene_idx = (p_option == FILE_SAVE_SCENE || p_option == FILE_SAVE_AS_SCENE) ? -1 : tab_closing_idx;
			Node *scene = editor_data.get_edited_scene_root(scene_idx);
			if (!scene) {
				if (p_option == FILE_SAVE_SCENE) {
					
					
					ScriptEditor::get_singleton()->save_current_script();
				}
				const int saved = _save_external_resources();
				if (saved > 0) {