### 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
if (hide_clip_children && p_property.name == "clip_children") {
		p_property.usage = PROPERTY_USAGE_NONE;
	}
}
void CanvasItem::_bind_methods() {
	ClassDB::bind_method(D_METHOD("_top_level_raise_self"), &CanvasItem::_top_level_raise_self);
#ifdef TOOLS_ENABLED
	ClassDB::bind_method(D_METHOD("_edit_set_state", "state"), &CanvasItem::_edit_set_state);
	ClassDB::bind_method(D_METHOD("_edit_get_state"), &CanvasItem::_edit_get_state);
	ClassDB::bind_method(D_METHOD("_edit_set_position", "position"), &CanvasItem::_edit_set_position);
	ClassDB::bind_method(D_METHOD("_edit_get_position"), &CanvasItem::_edit_get_position);
	ClassDB::bind_method(D_METHOD("_edit_set_scale", "scale"), &CanvasItem::_edit_set_scale);
	ClassDB::bind_method(D_METHOD("_edit_get_scale"), &CanvasItem::_edit_get_scale);
	ClassDB::bind_method(D_METHOD("_edit_set_rect", "rect"), &CanvasItem::_edit_set_rect);
	ClassDB::bind_method(D_METHOD("_edit_get_rect"), &CanvasItem::_edit_get_rect);
	ClassDB::bind_method(D_METHOD("_edit_use_rect"), &CanvasItem::_edit_use_rect);
	ClassDB::bind_method(D_METHOD("_edit_set_rotation", "degrees"), &CanvasItem::_edit_set_rotation);
	ClassDB::bind_method(D_METHOD("_edit_get_rotation"), &CanvasItem::_edit_get_rotation);
	ClassDB::bind_method(D_METHOD("_edit_use_rotation"), &CanvasItem::_edit_use_rotation);
	ClassDB::bind_method(D_METHOD("_edit_set_pivot", "pivot"), &CanvasItem::_edit_set_pivot);
	ClassDB::bind_method(D_METHOD("_edit_get_pivot"), &CanvasItem::_edit_get_pivot);
	ClassDB::bind_method(D_METHOD("_edit_use_pivot"), &CanvasItem::_edit_use_pivot);
	ClassDB::bind_method(D_METHOD("_edit_get_transform"), &CanvasItem::_edit_get_transform);
#endif
	ClassDB::bind_method(D_METHOD("get_canvas_item"), &CanvasItem::get_canvas_item);
	ClassDB::bind_method(D_METHOD("set_visible", "visible"), &CanvasItem::set_visible);
	ClassDB::bind_method(D_METHOD("is_visible"), &CanvasItem::is_visible);
	ClassDB::bind_method(D_METHOD("is_visible_in_tree"), &CanvasItem::is_visible_in_tree);
	ClassDB::bind_method(D_METHOD("show"), &CanvasItem::show);