### 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)

if (!g.changed) {
		return;
	}
	if (g.nodes.is_empty()) {
		return;
	}
	Node **gr_nodes = g.nodes.ptrw();
	int gr_node_count = g.nodes.size();
	if (p_use_priority) {
		SortArray<Node *, Node::ComparatorWithPriority> node_sort;
		node_sort.sort(gr_nodes, gr_node_count);
	} else {
		SortArray<Node *, Node::Comparator> node_sort;
		node_sort.sort(gr_nodes, gr_node_count);
	}
	g.changed = false;
}
void SceneTree::call_group_flagsp(uint32_t p_call_flags, const StringName &p_group, const StringName &p_function, const Variant **p_args, int p_argcount) {