### 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
ERR_FAIL_COND_MSG(!drawing, "Drawing is only allowed inside NOTIFICATION_DRAW, _draw() function or 'draw' signal.");
	RenderingServer::get_singleton()->canvas_item_add_line(canvas_item, p_from, p_to, p_color, p_width, p_antialiased);
}
void CanvasItem::draw_polyline(const Vector<Point2> &p_points, const Color &p_color, real_t p_width, bool p_antialiased) {
	ERR_FAIL_COND_MSG(!drawing, "Drawing is only allowed inside NOTIFICATION_DRAW, _draw() function or 'draw' signal.");
	Vector<Color> colors;
	colors.push_back(p_color);
	RenderingServer::get_singleton()->canvas_item_add_polyline(canvas_item, p_points, colors, p_width, p_antialiased);
}
void CanvasItem::draw_polyline_colors(const Vector<Point2> &p_points, const Vector<Color> &p_colors, real_t p_width, bool p_antialiased) {
	ERR_FAIL_COND_MSG(!drawing, "Drawing is only allowed inside NOTIFICATION_DRAW, _draw() function or 'draw' signal.");
	RenderingServer::get_singleton()->canvas_item_add_polyline(canvas_item, p_points, p_colors, p_width, p_antialiased);
}
void CanvasItem::draw_arc(const Vector2 &p_center, real_t p_radius, real_t p_start_angle, real_t p_end_angle, int p_point_count, const Color &p_color, real_t p_width, bool p_antialiased) {
	Vector<Point2> points;
	points.resize(p_point_count);
	Point2 *points_ptr = points.ptrw();
	
	const real_t delta_angle = CLAMP(p_end_angle - p_start_angle, -Math_TAU, Math_TAU);
	for (int i = 0; i < p_point_count; i++) {
		real_t theta = (i / (p_point_count - 1.0f)) * delta_angle + p_start_angle;
		points_ptr[i] = p_center + Vector2(Math::cos(theta), Math::sin(theta)) * p_radius;
	}
	draw_polyline(points, p_color, p_width, p_antialiased);
}
void CanvasItem::draw_multiline(const Vector<Point2> &p_points, const Color &p_color, real_t p_width) {