### 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)

HashMap<StringName, Group>::Iterator E = group_map.find(p_group);
	if (!E) {
		return;
	}
	Group &g = E->value;
	if (g.nodes.is_empty()) {
		return;
	}
	if (p_call_flags & GROUP_CALL_UNIQUE && p_call_flags & GROUP_CALL_DEFERRED) {
		ERR_FAIL_COND(ugc_locked);
		UGCall ug;
		ug.call = p_function;
		ug.group = p_group;
		if (unique_group_calls.has(ug)) {
			return;
		}
		Vector<Variant> args;
		for (int i = 0; i < p_argcount; i++) {
			args.push_back(*p_args[i]);
		}
		unique_group_calls[ug] = args;
		return;
	}
	_update_group_order(g);
	Vector<Node *> nodes_copy = g.nodes;
	Node **gr_nodes = nodes_copy.ptrw();
	int gr_node_count = nodes_copy.size();
	call_lock++;
	if (p_call_flags & GROUP_CALL_REVERSE) {