### 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)

_flush_delete_queue();
	_flush_ugc();
	initialized = false;
	MainLoop::finalize();
	if (root) {
		root->_set_tree(nullptr);
		root->_propagate_after_exit_tree();
		memdelete(root); 
		root = nullptr;
	}
	
	
	_flush_delete_queue();
	
	for (Ref<SceneTreeTimer> &timer : timers) {
		timer->release_connections();
	}
	timers.clear();
	
	for (Ref<Tween> &tween : tweens) {
		tween->clear();
	}
	tweens.clear();
}
void SceneTree::quit(int p_exit_code) {