### 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)

}
	if (!show_collision) {
		return;
	}
	RenderingServer *rs = RenderingServer::get_singleton();
	PhysicsServer2D *ps = PhysicsServer2D::get_singleton();
	Color debug_collision_color = get_tree()->get_debug_collisions_color();
	Vector<Color> color;
	color.push_back(debug_collision_color);
	Vector2 quadrant_pos = map_to_local(p_quadrant->coords * get_effective_quadrant_size(p_quadrant->layer));
	Transform2D quadrant_to_local;
	quadrant_to_local.set_origin(quadrant_pos);
	Transform2D global_to_quadrant = (get_global_transform() * quadrant_to_local).affine_inverse();
	for (RID body : p_quadrant->bodies) {
		Transform2D body_to_quadrant = global_to_quadrant * Transform2D(ps->body_get_state(body, PhysicsServer2D::BODY_STATE_TRANSFORM));
		rs->canvas_item_add_set_transform(p_quadrant->debug_canvas_item, body_to_quadrant);
		for (int shape_index = 0; shape_index < ps->body_get_shape_count(body); shape_index++) {
			const RID &shape = ps->body_get_shape(body, shape_index);
			PhysicsServer2D::ShapeType type = ps->shape_get_type(shape);
			if (type == PhysicsServer2D::SHAPE_CONVEX_POLYGON) {
				Vector<Vector2> polygon = ps->shape_get_data(shape);
				rs->canvas_item_add_polygon(p_quadrant->debug_canvas_item, polygon, color);
			} else {
				WARN_PRINT("Wrong shape type for a tile, should be SHAPE_CONVEX_POLYGON.");
			}
		}
		rs->canvas_item_add_set_transform(p_quadrant->debug_canvas_item, Transform2D());
	}
};
void TileMap::_navigation_notification(int p_what) {