### Godot version

v4.2.beta1.official [b1371806a]

### System information

Ubuntu 22.04.3 LTS 22.04 - X11 - GLES3 (Compatibility) - AMD Radeon RX 560 Series (polaris11, LLVM 15.0.7, DRM 3.42, 5.15.0-88-generic) () - AMD Ryzen 3 1200 Quad-Core Processor (4 Threads)

### Issue description

![image](https://github.com/godotengine/godot/assets/1330325/7a986599-5a68-42a4-beb1-5d3b4bf7db6b)
![image](https://github.com/godotengine/godot/assets/1330325/e8b8546b-b47b-4add-9567-7f70709ab03c)

Culling 3D goes bellow 60 fps even with just about 50 simple animated models. With v4.2.dev6.official [57a6813bb] many more models can be spawned without fps drop. However, both versions do show high cpu usage for culling 3D. Without animations there's barely any usage.

### Steps to reproduce

Spawn models with animation with the Compatibility renderer.

### Minimal reproduction project

[CullMRP.zip](https://github.com/godotengine/godot/files/13400514/CullMRP.zip)

}
		} else {
			for (int j = 0; j < textures.size(); j++) {
				Texture *tex = TextureStorage::get_singleton()->get_texture(textures[j]);
				if (tex) {
					gl_texture = textures[j];
#ifdef TOOLS_ENABLED
					if (tex->detect_3d_callback && p_is_3d_shader_type) {
						tex->detect_3d_callback(tex->detect_3d_callback_ud);
					}
					if (tex->detect_normal_callback && (p_texture_uniforms[i].hint == ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL || p_texture_uniforms[i].hint == ShaderLanguage::ShaderNode::Uniform::HINT_ROUGHNESS_NORMAL)) {
						if (p_texture_uniforms[i].hint == ShaderLanguage::ShaderNode::Uniform::HINT_ROUGHNESS_NORMAL) {
							normal_detect_texture = tex;
						}
						tex->detect_normal_callback(tex->detect_normal_callback_ud);
					}
					if (tex->detect_roughness_callback && (p_texture_uniforms[i].hint >= ShaderLanguage::ShaderNode::Uniform::HINT_ROUGHNESS_R || p_texture_uniforms[i].hint <= ShaderLanguage::ShaderNode::Uniform::HINT_ROUGHNESS_GRAY)) {
						
						roughness_detect_texture = tex;
						roughness_channel = RS::TextureDetectRoughnessChannel(p_texture_uniforms[i].hint - ShaderLanguage::ShaderNode::Uniform::HINT_ROUGHNESS_R);
					}
#endif
				}
#ifdef TOOLS_ENABLED
				if (roughness_detect_texture && normal_detect_texture && !normal_detect_texture->path.is_empty()) {
					roughness_detect_texture->detect_roughness_callback(roughness_detect_texture->detect_roughness_callback_ud, normal_detect_texture->path, roughness_channel);
				}
#endif
				p_textures[k++] = gl_texture;
			}