### 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)

return accept_quit;
}
void SceneTree::set_auto_accept_quit(bool p_enable) {
	accept_quit = p_enable;
}
bool SceneTree::is_quit_on_go_back() const {
	return quit_on_go_back;
}
void SceneTree::set_quit_on_go_back(bool p_enable) {
	quit_on_go_back = p_enable;
}
#ifdef TOOLS_ENABLED
bool SceneTree::is_node_being_edited(const Node *p_node) const {
	return Engine::get_singleton()->is_editor_hint() && edited_scene_root && (edited_scene_root->is_ancestor_of(p_node) || edited_scene_root == p_node);
}
#endif
#ifdef DEBUG_ENABLED
void SceneTree::set_debug_collisions_hint(bool p_enabled) {
	debug_collisions_hint = p_enabled;
}
bool SceneTree::is_debugging_collisions_hint() const {
	return debug_collisions_hint;
}
void SceneTree::set_debug_paths_hint(bool p_enabled) {
	debug_paths_hint = p_enabled;
}
bool SceneTree::is_debugging_paths_hint() const {
	return debug_paths_hint;
}
void SceneTree::set_debug_navigation_hint(bool p_enabled) {