### 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)

multiplayer_poll = p_enabled;
}
bool SceneTree::is_multiplayer_poll_enabled() const {
	return multiplayer_poll;
}
void SceneTree::_bind_methods() {
	ClassDB::bind_method(D_METHOD("get_root"), &SceneTree::get_root);
	ClassDB::bind_method(D_METHOD("has_group", "name"), &SceneTree::has_group);
	ClassDB::bind_method(D_METHOD("is_auto_accept_quit"), &SceneTree::is_auto_accept_quit);
	ClassDB::bind_method(D_METHOD("set_auto_accept_quit", "enabled"), &SceneTree::set_auto_accept_quit);
	ClassDB::bind_method(D_METHOD("is_quit_on_go_back"), &SceneTree::is_quit_on_go_back);
	ClassDB::bind_method(D_METHOD("set_quit_on_go_back", "enabled"), &SceneTree::set_quit_on_go_back);
	ClassDB::bind_method(D_METHOD("set_debug_collisions_hint", "enable"), &SceneTree::set_debug_collisions_hint);
	ClassDB::bind_method(D_METHOD("is_debugging_collisions_hint"), &SceneTree::is_debugging_collisions_hint);
	ClassDB::bind_method(D_METHOD("set_debug_paths_hint", "enable"), &SceneTree::set_debug_paths_hint);
	ClassDB::bind_method(D_METHOD("is_debugging_paths_hint"), &SceneTree::is_debugging_paths_hint);
	ClassDB::bind_method(D_METHOD("set_debug_navigation_hint", "enable"), &SceneTree::set_debug_navigation_hint);
	ClassDB::bind_method(D_METHOD("is_debugging_navigation_hint"), &SceneTree::is_debugging_navigation_hint);
	ClassDB::bind_method(D_METHOD("set_edited_scene_root", "scene"), &SceneTree::set_edited_scene_root);
	ClassDB::bind_method(D_METHOD("get_edited_scene_root"), &SceneTree::get_edited_scene_root);
	ClassDB::bind_method(D_METHOD("set_pause", "enable"), &SceneTree::set_pause);
	ClassDB::bind_method(D_METHOD("is_paused"), &SceneTree::is_paused);
	ClassDB::bind_method(D_METHOD("create_timer", "time_sec", "process_always", "process_in_physics", "ignore_time_scale"), &SceneTree::create_timer, DEFVAL(true), DEFVAL(false), DEFVAL(false));
	ClassDB::bind_method(D_METHOD("create_tween"), &SceneTree::create_tween);
	ClassDB::bind_method(D_METHOD("get_processed_tweens"), &SceneTree::get_processed_tweens);
	ClassDB::bind_method(D_METHOD("get_node_count"), &SceneTree::get_node_count);
	ClassDB::bind_method(D_METHOD("get_frame"), &SceneTree::get_frame);
	ClassDB::bind_method(D_METHOD("quit", "exit_code"), &SceneTree::quit, DEFVAL(EXIT_SUCCESS));
	ClassDB::bind_method(D_METHOD("queue_delete", "obj"), &SceneTree::queue_delete);