### 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
ADD_PROPERTY(PropertyInfo(Variant::INT, "light_mask", PROPERTY_HINT_LAYERS_2D_RENDER), "set_light_mask", "get_light_mask");
	ADD_PROPERTY(PropertyInfo(Variant::INT, "visibility_layer", PROPERTY_HINT_LAYERS_2D_RENDER), "set_visibility_layer", "get_visibility_layer");
	ADD_GROUP("Ordering", "");
	ADD_PROPERTY(PropertyInfo(Variant::INT, "z_index", PROPERTY_HINT_RANGE, itos(RS::CANVAS_ITEM_Z_MIN) + "," + itos(RS::CANVAS_ITEM_Z_MAX) + ",1"), "set_z_index", "get_z_index");
	ADD_PROPERTY(PropertyInfo(Variant::BOOL, "z_as_relative"), "set_z_as_relative", "is_z_relative");
	ADD_PROPERTY(PropertyInfo(Variant::BOOL, "y_sort_enabled"), "set_y_sort_enabled", "is_y_sort_enabled");
	ADD_GROUP("Texture", "texture_");
	ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_filter", PROPERTY_HINT_ENUM, "Inherit,Nearest,Linear,Nearest Mipmap,Linear Mipmap,Nearest Mipmap Anisotropic,Linear Mipmap Anisotropic"), "set_texture_filter", "get_texture_filter");
	ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_repeat", PROPERTY_HINT_ENUM, "Inherit,Disabled,Enabled,Mirror"), "set_texture_repeat", "get_texture_repeat");
	ADD_GROUP("Material", "");
	ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material", PROPERTY_HINT_RESOURCE_TYPE, "CanvasItemMaterial,ShaderMaterial"), "set_material", "get_material");
	ADD_PROPERTY(PropertyInfo(Variant::BOOL, "use_parent_material"), "set_use_parent_material", "get_use_parent_material");
	
	ADD_SIGNAL(MethodInfo("draw"));
	ADD_SIGNAL(MethodInfo("visibility_changed"));
	ADD_SIGNAL(MethodInfo("hidden"));
	ADD_SIGNAL(MethodInfo("item_rect_changed"));
	BIND_CONSTANT(NOTIFICATION_TRANSFORM_CHANGED);
	BIND_CONSTANT(NOTIFICATION_LOCAL_TRANSFORM_CHANGED);
	BIND_CONSTANT(NOTIFICATION_DRAW);
	BIND_CONSTANT(NOTIFICATION_VISIBILITY_CHANGED);
	BIND_CONSTANT(NOTIFICATION_ENTER_CANVAS);
	BIND_CONSTANT(NOTIFICATION_EXIT_CANVAS);
	BIND_ENUM_CONSTANT(TEXTURE_FILTER_PARENT_NODE);
	BIND_ENUM_CONSTANT(TEXTURE_FILTER_NEAREST);
	BIND_ENUM_CONSTANT(TEXTURE_FILTER_LINEAR);
	BIND_ENUM_CONSTANT(TEXTURE_FILTER_NEAREST_WITH_MIPMAPS);
	BIND_ENUM_CONSTANT(TEXTURE_FILTER_LINEAR_WITH_MIPMAPS);
	BIND_ENUM_CONSTANT(TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC);
	BIND_ENUM_CONSTANT(TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC);