### 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)

_global_shader_uniform_mark_buffer_dirty(gv.buffer_index, gv.buffer_elements);
		global_shader_uniforms.must_update_buffer_materials = true; 
	}
	global_shader_uniforms.variables[p_name] = gv;
}
void MaterialStorage::global_shader_parameter_remove(const StringName &p_name) {
	if (!global_shader_uniforms.variables.has(p_name)) {
		return;
	}
	GlobalShaderUniforms::Variable &gv = global_shader_uniforms.variables[p_name];
	if (gv.buffer_index >= 0) {
		global_shader_uniforms.buffer_usage[gv.buffer_index].elements = 0;
		global_shader_uniforms.must_update_buffer_materials = true;
	} else {
		global_shader_uniforms.must_update_texture_materials = true;
	}
	global_shader_uniforms.variables.erase(p_name);
}
Vector<StringName> MaterialStorage::global_shader_parameter_get_list() const {
	if (!Engine::get_singleton()->is_editor_hint()) {
		ERR_FAIL_V_MSG(Vector<StringName>(), "This function should never be used outside the editor, it can severely damage performance.");
	}
	Vector<StringName> names;
	for (const KeyValue<StringName, GlobalShaderUniforms::Variable> &E : global_shader_uniforms.variables) {
		names.push_back(E.key);
	}
	names.sort_custom<StringName::AlphCompare>();
	return names;
}
void MaterialStorage::global_shader_parameter_set(const StringName &p_name, const Variant &p_value) {