### 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)

ignore_time_scale = p_ignore;
}
bool SceneTreeTimer::is_ignore_time_scale() {
	return ignore_time_scale;
}
void SceneTreeTimer::release_connections() {
	List<Connection> signal_connections;
	get_all_signal_connections(&signal_connections);
	for (const Connection &connection : signal_connections) {
		disconnect(connection.signal.get_name(), connection.callable);
	}
}
SceneTreeTimer::SceneTreeTimer() {}
void SceneTree::tree_changed() {
	tree_version++;
	emit_signal(tree_changed_name);
}
void SceneTree::node_added(Node *p_node) {
	emit_signal(node_added_name, p_node);
}
void SceneTree::node_removed(Node *p_node) {
	if (current_scene == p_node) {
		current_scene = nullptr;
	}
	emit_signal(node_removed_name, p_node);
	if (call_lock > 0) {
		call_skip.insert(p_node);
	}
}
void SceneTree::node_renamed(Node *p_node) {