### 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)

Input *id = Input::get_singleton();
	if (id) {
		id->ensure_touch_mouse_raised();
	}
}
void SceneTree::_notification(int p_notification) {
	switch (p_notification) {
		case NOTIFICATION_TRANSLATION_CHANGED: {
			if (!Engine::get_singleton()->is_editor_hint()) {
				get_root()->propagate_notification(p_notification);
			}
		} break;
		case NOTIFICATION_OS_MEMORY_WARNING:
		case NOTIFICATION_OS_IME_UPDATE:
		case NOTIFICATION_WM_ABOUT:
		case NOTIFICATION_CRASH:
		case NOTIFICATION_APPLICATION_RESUMED:
		case NOTIFICATION_APPLICATION_PAUSED:
		case NOTIFICATION_APPLICATION_FOCUS_IN:
		case NOTIFICATION_APPLICATION_FOCUS_OUT: {
			
			get_root()->propagate_notification(p_notification);
		} break;
	}
}
bool SceneTree::is_auto_accept_quit() const {