### 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_uniforms.buffer_size = uint32_t(Config::get_singleton()->max_uniform_buffer_size);
		WARN_PRINT("Project setting \"rendering/limits/global_shader_variables/buffer_size\" exceeds maximum uniform buffer size of: " + itos(Config::get_singleton()->max_uniform_buffer_size));
	}
	global_shader_uniforms.buffer_values = memnew_arr(GlobalShaderUniforms::Value, global_shader_uniforms.buffer_size);
	memset(global_shader_uniforms.buffer_values, 0, sizeof(GlobalShaderUniforms::Value) * global_shader_uniforms.buffer_size);
	global_shader_uniforms.buffer_usage = memnew_arr(GlobalShaderUniforms::ValueUsage, global_shader_uniforms.buffer_size);
	global_shader_uniforms.buffer_dirty_regions = memnew_arr(bool, global_shader_uniforms.buffer_size / GlobalShaderUniforms::BUFFER_DIRTY_REGION_SIZE);
	memset(global_shader_uniforms.buffer_dirty_regions, 0, sizeof(bool) * global_shader_uniforms.buffer_size / GlobalShaderUniforms::BUFFER_DIRTY_REGION_SIZE);
	glGenBuffers(1, &global_shader_uniforms.buffer);
	glBindBuffer(GL_UNIFORM_BUFFER, global_shader_uniforms.buffer);
	glBufferData(GL_UNIFORM_BUFFER, sizeof(GlobalShaderUniforms::Value) * global_shader_uniforms.buffer_size, nullptr, GL_DYNAMIC_DRAW);
	glBindBuffer(GL_UNIFORM_BUFFER, 0);
	{
		
		ShaderCompiler::DefaultIdentifierActions actions;
		actions.renames["VERTEX"] = "vertex";
		actions.renames["LIGHT_VERTEX"] = "light_vertex";
		actions.renames["SHADOW_VERTEX"] = "shadow_vertex";
		actions.renames["UV"] = "uv";
		actions.renames["POINT_SIZE"] = "point_size";
		actions.renames["MODEL_MATRIX"] = "model_matrix";
		actions.renames["CANVAS_MATRIX"] = "canvas_transform";
		actions.renames["SCREEN_MATRIX"] = "screen_transform";
		actions.renames["TIME"] = "time";
		actions.renames["PI"] = _MKSTR(Math_PI);
		actions.renames["TAU"] = _MKSTR(Math_TAU);
		actions.renames["E"] = _MKSTR(Math_E);
		actions.renames["AT_LIGHT_PASS"] = "false";
		actions.renames["INSTANCE_CUSTOM"] = "instance_custom";
		actions.renames["COLOR"] = "color";