### 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 (Engine::get_singleton()->is_editor_hint()) {
					// Fil
					ProjectSettings::get_singleton()->set("rendering/environment/defaults/default_environment", "");
				} else {
					// Fil
					ERR_PRINT(RTR("Default Environment as specified in Project Settings (Rendering -> Environment -> Default Environment) could not be loaded."));
				}
			}
		}
	}
#endif 
	root->set_physics_object_picking(GLOBAL_DEF("physics/common/enable_object_picking", true));
	root->connect("close_requested", callable_mp(this, &SceneTree::_main_window_close));
	root->connect("go_back_requested", callable_mp(this, &SceneTree::_main_window_go_back));
	root->connect("focus_entered", callable_mp(this, &SceneTree::_main_window_focus_in));
#ifdef TOOLS_ENABLED
	edited_scene_root = nullptr;
#endif
}
SceneTree::~SceneTree() {
	if (root) {
		root->_set_tree(nullptr);
		root->_propagate_after_exit_tree();
		memdelete(root);
	}
	if (singleton == this) {
		singleton = nullptr;
	}
}