### Godot version

v4.0.beta12.mono.official [3c9bf4bc2]

### System information

Windows 10

### Issue description

When using GetTree().ChangeScene (or GetTree().ReloadCurrentScene), the orphan node count in Monitors goes up by the number of nodes in the target scene.

This effect is amplified when running a scene that has lots of nodes.


I've also tested this in the previous beta (v4.0.beta11.mono.official [91713ced8]) and confirmed the issue didn't exist there.

### Steps to reproduce

1. Run the included Minimal Reproduction Project.
2. Open the Debugger/Monitors tab.
3. Press "Space" to load Scene2.tcsn (2 Nodes).
 - Orphan nodes increases by 2.
5. Press "Space" to load Scene1.tcsn (3 Nodes).
 - Orphan nodes increases by 3.

### Minimal reproduction project

[MRP.zip](https://github.com/godotengine/godot/files/10415860/MRP.zip)

root_lock++;
	MainLoop::process(p_time);
	process_time = p_time;
	if (multiplayer_poll) {
		multiplayer->poll();
		for (KeyValue<NodePath, Ref<MultiplayerAPI>> &E : custom_multiplayers) {
			E.value->poll();
		}
	}
	emit_signal(SNAME("process_frame"));
	MessageQueue::get_singleton()->flush(); 
	flush_transform_notifications();
	_notify_group_pause(SNAME("_process_internal"), Node::NOTIFICATION_INTERNAL_PROCESS);
	_notify_group_pause(SNAME("_process"), Node::NOTIFICATION_PROCESS);
	_flush_ugc();
	MessageQueue::get_singleton()->flush(); 
	flush_transform_notifications(); 
	root_lock--;
	_flush_delete_queue();
	process_timers(p_time, false); 
	process_tweens(p_time, false);
	flush_transform_notifications();