### 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 (singleton == nullptr) {
		singleton = this;
	}
	debug_collisions_color = GLOBAL_DEF("debug/shapes/collision/shape_color", Color(0.0, 0.6, 0.7, 0.42));
	debug_collision_contact_color = GLOBAL_DEF("debug/shapes/collision/contact_color", Color(1.0, 0.2, 0.1, 0.8));
	debug_paths_color = GLOBAL_DEF("debug/shapes/paths/geometry_color", Color(0.1, 1.0, 0.7, 0.4));
	debug_paths_width = GLOBAL_DEF("debug/shapes/paths/geometry_width", 2.0);
	collision_debug_contacts = GLOBAL_DEF(PropertyInfo(Variant::INT, "debug/shapes/collision/max_contacts_displayed", PROPERTY_HINT_RANGE, "0,20000,1"), 10000);
	GLOBAL_DEF("debug/shapes/collision/draw_2d_outlines", true);
	Math::randomize();