### 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)

emit_signal(node_renamed_name, p_node);
}
SceneTree::Group *SceneTree::add_to_group(const StringName &p_group, Node *p_node) {
	HashMap<StringName, Group>::Iterator E = group_map.find(p_group);
	if (!E) {
		E = group_map.insert(p_group, Group());
	}
	ERR_FAIL_COND_V_MSG(E->value.nodes.has(p_node), &E->value, "Already in group: " + p_group + ".");
	E->value.nodes.push_back(p_node);
	
	E->value.changed = true;
	return &E->value;
}
void SceneTree::remove_from_group(const StringName &p_group, Node *p_node) {
	HashMap<StringName, Group>::Iterator E = group_map.find(p_group);
	ERR_FAIL_COND(!E);
	E->value.nodes.erase(p_node);
	if (E->value.nodes.is_empty()) {
		group_map.remove(E);
	}
}
void SceneTree::make_group_changed(const StringName &p_group) {