### 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
return material;
}
Vector2 CanvasItem::make_canvas_position_local(const Vector2 &screen_point) const {
	ERR_FAIL_COND_V(!is_inside_tree(), screen_point);
	Transform2D local_matrix = (get_canvas_transform() * get_global_transform()).affine_inverse();
	return local_matrix.xform(screen_point);
}
Ref<InputEvent> CanvasItem::make_input_local(const Ref<InputEvent> &p_event) const {
	ERR_FAIL_COND_V(p_event.is_null(), p_event);
	ERR_FAIL_COND_V(!is_inside_tree(), p_event);
	return p_event->xformed_by((get_canvas_transform() * get_global_transform()).affine_inverse());
}
Vector2 CanvasItem::get_global_mouse_position() const {
	ERR_FAIL_COND_V(!get_viewport(), Vector2());
	return get_canvas_transform().affine_inverse().xform(get_viewport()->get_mouse_position());
}
Vector2 CanvasItem::get_local_mouse_position() const {
	ERR_FAIL_COND_V(!get_viewport(), Vector2());
	return get_global_transform().affine_inverse().xform(get_global_mouse_position());
}
void CanvasItem::force_update_transform() {
	ERR_FAIL_COND(!is_inside_tree());
	if (!xform_change.in_list()) {
		return;
	}
	get_tree()->xform_change_list.remove(&xform_change);
	notification(NOTIFICATION_TRANSFORM_CHANGED);
}
void CanvasItem::_validate_property(PropertyInfo &p_property) const {