### 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
notification(NOTIFICATION_EXIT_CANVAS, true); 
	RenderingServer::get_singleton()->canvas_item_set_parent(canvas_item, RID());
	canvas_layer = nullptr;
	if (canvas_group != StringName()) {
		remove_from_group(canvas_group);
		canvas_group = StringName();
	}
}
void CanvasItem::_notification(int p_what) {
	switch (p_what) {
		case NOTIFICATION_ENTER_TREE: {
			ERR_FAIL_COND(!is_inside_tree());
			Node *parent = get_parent();
			if (parent) {
				CanvasItem *ci = Object::cast_to<CanvasItem>(parent);
				if (ci) {
					parent_visible_in_tree = ci->is_visible_in_tree();
					C = ci->children_items.push_back(this);
				} else {
					CanvasLayer *cl = Object::cast_to<CanvasLayer>(parent);
					if (cl) {
						parent_visible_in_tree = cl->is_visible();
					} else {
						
						Viewport *viewport = nullptr;
						while (parent) {
							viewport = Object::cast_to<Viewport>(parent);