### 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 (p_root_path.is_empty()) {
		ERR_FAIL_COND(!p_multiplayer.is_valid());
		if (multiplayer.is_valid()) {
			multiplayer->object_configuration_remove(nullptr, NodePath("/" + root->get_name()));
		}
		multiplayer = p_multiplayer;
		multiplayer->object_configuration_add(nullptr, NodePath("/" + root->get_name()));
	} else {
		if (custom_multiplayers.has(p_root_path)) {
			custom_multiplayers[p_root_path]->object_configuration_remove(nullptr, p_root_path);
		}
		if (p_multiplayer.is_valid()) {
			custom_multiplayers[p_root_path] = p_multiplayer;
			p_multiplayer->object_configuration_add(nullptr, p_root_path);
		}
	}
}
void SceneTree::set_multiplayer_poll_enabled(bool p_enabled) {