### Godot version

4.0 beta17

### System information

win10 Gles3 

### Issue description

i am using tilemap to setup RTS game.
use draw_dashed_line function drew 192 v-dashlines  , 192 h-dashlines, 
the _draw function run only once , 
than run my scene , 2G memory has been consumed.
The following is the comparison data （before and drew）：
before：
![%HLAHK A3ULQD8}4DTW0254](https://user-images.githubusercontent.com/6269655/216816409-d62398c1-2cf8-4a95-ad72-0cee5702700e.png)
after
![2 Z(P162O 7LRXR6{C@}VEW](https://user-images.githubusercontent.com/6269655/216816415-1034ee58-43c2-45a9-a3dc-e3c315a16101.png)
---
the code 
---
func _draw():
	if world:
		draw_pave_grid()
	print("drawn")

func draw_pave_grid():
	var k =0
	for i in world.tmapSize.y:
		draw_dashed_line(Vector2(world.worldStart.x,world.worldStart.y+i*world.cellSize.y),
			Vector2(world.worldEnd.x,world.worldStart.y+i*world.cellSize.y),_line_color,_line_width)
		k+=1			
	
	for i in world.tmapSize.x:
		draw_dashed_line(Vector2(world.worldStart.x+i*world.cellSize.x,world.worldStart.y),
			Vector2(world.worldStart.x+i*world.cellSize.x,world.worldEnd.y),_line_color,_line_width)
		k+=1

and the world size is :  wsize (8032, 4256) 
the cell size is  32X32
...
wstart (-1504, -800) wend (6528, 3456) wsize (8032, 4256) whsize (4016, 2128) center (2512, 1328) 
384 lines drew



### Steps to reproduce

setup a big tilemap with 32X32 tile , map size is about 8K X 4K,
then darw dash line(about 200X200) grid  once 
the memory will be eat up




### Minimal reproduction project

sorry
y_sort_enabled = p_enabled;
	RS::get_singleton()->canvas_item_set_sort_children_by_y(canvas_item, y_sort_enabled);
}
bool CanvasItem::is_y_sort_enabled() const {
	return y_sort_enabled;
}
void CanvasItem::draw_dashed_line(const Point2 &p_from, const Point2 &p_to, const Color &p_color, real_t p_width, real_t p_dash, bool p_aligned) {
	ERR_FAIL_COND_MSG(!drawing, "Drawing is only allowed inside NOTIFICATION_DRAW, _draw() function or 'draw' signal.");
	float length = (p_to - p_from).length();
	if (length < p_dash) {
		RenderingServer::get_singleton()->canvas_item_add_line(canvas_item, p_from, p_to, p_color, p_width);
		return;
	}
	Vector2 step = p_dash * (p_to - p_from).normalized();
	int steps = (p_aligned) ? Math::ceil(length / p_dash) : Math::floor(length / p_dash);
	if (steps % 2 == 0) {
		steps--;
	}
	Point2 off = p_from;
	if (p_aligned) {
		off += (p_to - p_from).normalized() * (length - steps * p_dash) / 2.0;
	}
	for (int i = 0; i < steps; i += 2) {
		RenderingServer::get_singleton()->canvas_item_add_line(canvas_item, (i == 0) ? p_from : off, (p_aligned && i == steps - 1) ? p_to : (off + step), p_color, p_width);
		off += step * 2;
	}
}
void CanvasItem::draw_line(const Point2 &p_from, const Point2 &p_to, const Color &p_color, real_t p_width, bool p_antialiased) {