### 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)

debug_navigation_hint = p_enabled;
}
bool SceneTree::is_debugging_navigation_hint() const {
	return debug_navigation_hint;
}
#endif
void SceneTree::set_debug_collisions_color(const Color &p_color) {
	debug_collisions_color = p_color;
}
Color SceneTree::get_debug_collisions_color() const {
	return debug_collisions_color;
}
void SceneTree::set_debug_collision_contact_color(const Color &p_color) {
	debug_collision_contact_color = p_color;
}
Color SceneTree::get_debug_collision_contact_color() const {
	return debug_collision_contact_color;
}
void SceneTree::set_debug_paths_color(const Color &p_color) {
	debug_paths_color = p_color;
}
Color SceneTree::get_debug_paths_color() const {
	return debug_paths_color;
}
void SceneTree::set_debug_paths_width(float p_width) {
	debug_paths_width = p_width;
}
float SceneTree::get_debug_paths_width() const {