### 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)

List<Ref<SceneTreeTimer>>::Element *L = timers.back(); 
	for (List<Ref<SceneTreeTimer>>::Element *E = timers.front(); E;) {
		List<Ref<SceneTreeTimer>>::Element *N = E->next();
		if ((paused && !E->get()->is_process_always()) || (E->get()->is_process_in_physics() != p_physics_frame)) {
			if (E == L) {
				break; 
			}
			E = N;
			continue;
		}
		double time_left = E->get()->get_time_left();
		if (E->get()->is_ignore_time_scale()) {
			time_left -= Engine::get_singleton()->get_process_step();
		} else {
			time_left -= p_delta;
		}
		E->get()->set_time_left(time_left);
		if (time_left <= 0) {
			E->get()->emit_signal(SNAME("timeout"));
			timers.erase(E);
		}
		if (E == L) {
			break; 
		}
		E = N;
	}
}
void SceneTree::process_tweens(double p_delta, bool p_physics) {