### Godot version

4.0 beta17

### System information

win10 Gles3 

### Issue description

i am using tilemap to setup RTS game.
use draw_dashed_line function drew 192 v-dashlines  , 192 h-dashlines, 
the _draw function run only once , 
than run my scene , 2G memory has been consumed.
The following is the comparison data （before and drew）：
before：
![%HLAHK A3ULQD8}4DTW0254](https://user-images.githubusercontent.com/6269655/216816409-d62398c1-2cf8-4a95-ad72-0cee5702700e.png)
after
![2 Z(P162O 7LRXR6{C@}VEW](https://user-images.githubusercontent.com/6269655/216816415-1034ee58-43c2-45a9-a3dc-e3c315a16101.png)
---
the code 
---
func _draw():
	if world:
		draw_pave_grid()
	print("drawn")

func draw_pave_grid():
	var k =0
	for i in world.tmapSize.y:
		draw_dashed_line(Vector2(world.worldStart.x,world.worldStart.y+i*world.cellSize.y),
			Vector2(world.worldEnd.x,world.worldStart.y+i*world.cellSize.y),_line_color,_line_width)
		k+=1			
	
	for i in world.tmapSize.x:
		draw_dashed_line(Vector2(world.worldStart.x+i*world.cellSize.x,world.worldStart.y),
			Vector2(world.worldStart.x+i*world.cellSize.x,world.worldEnd.y),_line_color,_line_width)
		k+=1

and the world size is :  wsize (8032, 4256) 
the cell size is  32X32
...
wstart (-1504, -800) wend (6528, 3456) wsize (8032, 4256) whsize (4016, 2128) center (2512, 1328) 
384 lines drew



### Steps to reproduce

setup a big tilemap with 32X32 tile , map size is about 8K X 4K,
then darw dash line(about 200X200) grid  once 
the memory will be eat up




### Minimal reproduction project

sorry
if (!is_inside_tree()) {
		return;
	}
	if (texture_repeat == TEXTURE_REPEAT_PARENT_NODE) {
		CanvasItem *parent_item = get_parent_item();
		if (parent_item) {
			texture_repeat_cache = parent_item->texture_repeat_cache;
		} else {
			texture_repeat_cache = RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT;
		}
	} else {
		texture_repeat_cache = RS::CanvasItemTextureRepeat(texture_repeat);
	}
}
void CanvasItem::_update_texture_repeat_changed(bool p_propagate) {
	if (!is_inside_tree()) {
		return;
	}
	_refresh_texture_repeat_cache();
	RS::get_singleton()->canvas_item_set_default_texture_repeat(get_canvas_item(), texture_repeat_cache);
	queue_redraw();
	if (p_propagate) {
		for (CanvasItem *E : children_items) {
			if (!E->top_level && E->texture_repeat == TEXTURE_REPEAT_PARENT_NODE) {
				E->_update_texture_repeat_changed(true);
			}
		}
	}
}
void CanvasItem::set_texture_repeat(TextureRepeat p_texture_repeat) {