### 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)

MeshInstance *mi = mesh_instance_owner.get_or_null(p_mesh_instance);
	mi->canvas_item_transform_2d = p_transform;
}
void MeshStorage::_blend_shape_bind_mesh_instance_buffer(MeshInstance *p_mi, uint32_t p_surface) {
	glBindBuffer(GL_ARRAY_BUFFER, p_mi->surfaces[p_surface].vertex_buffers[0]);
	if ((p_mi->surfaces[p_surface].format_cache & (1ULL << RS::ARRAY_VERTEX))) {
		glEnableVertexAttribArray(RS::ARRAY_VERTEX);
		glVertexAttribPointer(RS::ARRAY_VERTEX, p_mi->surfaces[p_surface].vertex_size_cache, GL_FLOAT, GL_FALSE, p_mi->surfaces[p_surface].vertex_stride_cache, CAST_INT_TO_UCHAR_PTR(0));
	} else {
		glDisableVertexAttribArray(RS::ARRAY_VERTEX);
	}
	if ((p_mi->surfaces[p_surface].format_cache & (1ULL << RS::ARRAY_NORMAL))) {
		glEnableVertexAttribArray(RS::ARRAY_NORMAL);
		glVertexAttribIPointer(RS::ARRAY_NORMAL, 2, GL_UNSIGNED_INT, p_mi->surfaces[p_surface].vertex_stride_cache, CAST_INT_TO_UCHAR_PTR(p_mi->surfaces[p_surface].vertex_normal_offset_cache));
	} else {
		glDisableVertexAttribArray(RS::ARRAY_NORMAL);
	}
	if ((p_mi->surfaces[p_surface].format_cache & (1ULL << RS::ARRAY_TANGENT))) {
		glEnableVertexAttribArray(RS::ARRAY_TANGENT);
		glVertexAttribIPointer(RS::ARRAY_TANGENT, 2, GL_UNSIGNED_INT, p_mi->surfaces[p_surface].vertex_stride_cache, CAST_INT_TO_UCHAR_PTR(p_mi->surfaces[p_surface].vertex_tangent_offset_cache));
	} else {
		glDisableVertexAttribArray(RS::ARRAY_TANGENT);
	}
}
void MeshStorage::_compute_skeleton(MeshInstance *p_mi, Skeleton *p_sk, uint32_t p_surface) {
	glBindBuffer(GL_ARRAY_BUFFER, 0);