### 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)

for (int i = gr_node_count - 1; i >= 0; i--) {
			if (call_lock && call_skip.has(gr_nodes[i])) {
				continue;
			}
			if (!(p_call_flags & GROUP_CALL_DEFERRED)) {
				Callable::CallError ce;
				gr_nodes[i]->callp(p_function, p_args, p_argcount, ce);
			} else {
				MessageQueue::get_singleton()->push_callp(gr_nodes[i], p_function, p_args, p_argcount);
			}
		}
	} else {
		for (int i = 0; i < gr_node_count; i++) {
			if (call_lock && call_skip.has(gr_nodes[i])) {
				continue;
			}
			if (!(p_call_flags & GROUP_CALL_DEFERRED)) {
				Callable::CallError ce;
				gr_nodes[i]->callp(p_function, p_args, p_argcount, ce);
			} else {
				MessageQueue::get_singleton()->push_callp(gr_nodes[i], p_function, p_args, p_argcount);
			}
		}
	}
	call_lock--;
	if (call_lock == 0) {
		call_skip.clear();
	}
}
void SceneTree::notify_group_flags(uint32_t p_call_flags, const StringName &p_group, int p_notification) {