### 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)

Ref<MultiplayerAPI> out = multiplayer;
	for (const KeyValue<NodePath, Ref<MultiplayerAPI>> &E : custom_multiplayers) {
		const Vector<StringName> snames = E.key.get_names();
		const Vector<StringName> tnames = p_for_path.get_names();
		if (tnames.size() < snames.size()) {
			continue;
		}
		const StringName *sptr = snames.ptr();
		const StringName *nptr = tnames.ptr();
		bool valid = true;
		for (int i = 0; i < snames.size(); i++) {
			if (sptr[i] != nptr[i]) {
				valid = false;
				break;
			}
		}
		if (valid) {
			out = E.value;
			break;
		}
	}
	return out;
}
void SceneTree::set_multiplayer(Ref<MultiplayerAPI> p_multiplayer, const NodePath &p_root_path) {