### 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)

material->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_MATERIAL);
	_material_queue_update(material, true, true);
}
void MaterialStorage::material_set_param(RID p_material, const StringName &p_param, const Variant &p_value) {
	GLES3::Material *material = material_owner.get_or_null(p_material);
	ERR_FAIL_NULL(material);
	if (p_value.get_type() == Variant::NIL) {
		material->params.erase(p_param);
	} else {
		ERR_FAIL_COND(p_value.get_type() == Variant::OBJECT); 
		material->params[p_param] = p_value;
	}
	if (material->shader && material->shader->data) { 
		bool is_texture = material->shader->data->is_parameter_texture(p_param);
		_material_queue_update(material, !is_texture, is_texture);
	} else {
		_material_queue_update(material, true, true);
	}
}
Variant MaterialStorage::material_get_param(RID p_material, const StringName &p_param) const {
	const GLES3::Material *material = material_owner.get_or_null(p_material);
	ERR_FAIL_NULL_V(material, Variant());
	if (material->params.has(p_param)) {
		return material->params[p_param];
	} else {
		return Variant();
	}
}
void MaterialStorage::material_set_next_pass(RID p_material, RID p_next_material) {