### 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)

return group_map.has(p_identifier);
}
Node *SceneTree::get_first_node_in_group(const StringName &p_group) {
	HashMap<StringName, Group>::Iterator E = group_map.find(p_group);
	if (!E) {
		return nullptr; 
	}
	_update_group_order(E->value); 
	if (E->value.nodes.is_empty()) {
		return nullptr;
	}
	return E->value.nodes[0];
}
void SceneTree::get_nodes_in_group(const StringName &p_group, List<Node *> *p_list) {