### 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;
	}
	_update_group_order(E->value); 
	int nc = E->value.nodes.size();
	if (nc == 0) {
		return;
	}
	Node **ptr = E->value.nodes.ptrw();
	for (int i = 0; i < nc; i++) {
		p_list->push_back(ptr[i]);
	}
}
void SceneTree::_flush_delete_queue() {
	_THREAD_SAFE_METHOD_
	while (delete_queue.size()) {
		Object *obj = ObjectDB::get_instance(delete_queue.front()->get());
		if (obj) {
			memdelete(obj);
		}
		delete_queue.pop_front();
	}
}
void SceneTree::queue_delete(Object *p_object) {