### 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)

}
			s.vertex_stride_cache = sizeof(float) * s.vertex_size_cache;
		}
		if ((s.format_cache & (1ULL << RS::ARRAY_NORMAL))) {
			s.vertex_normal_offset_cache = s.vertex_stride_cache;
			s.vertex_stride_cache += sizeof(uint32_t) * 2;
		}
		if ((s.format_cache & (1ULL << RS::ARRAY_TANGENT))) {
			s.vertex_tangent_offset_cache = s.vertex_stride_cache;
			s.vertex_stride_cache += sizeof(uint32_t) * 2;
		}
		int buffer_size = s.vertex_stride_cache * mesh->surfaces[p_surface]->vertex_count;
		
		glGenBuffers(1, &s.vertex_buffer);
		glBindBuffer(GL_ARRAY_BUFFER, s.vertex_buffer);
		GLES3::Utilities::get_singleton()->buffer_allocate_data(GL_ARRAY_BUFFER, s.vertex_buffer, buffer_size, nullptr, GL_DYNAMIC_DRAW, "MeshInstance vertex buffer");
		if (mesh->blend_shape_count > 0) {
			
			glGenBuffers(2, s.vertex_buffers);
			for (uint32_t i = 0; i < 2; i++) {
				glBindBuffer(GL_ARRAY_BUFFER, s.vertex_buffers[i]);
				GLES3::Utilities::get_singleton()->buffer_allocate_data(GL_ARRAY_BUFFER, s.vertex_buffers[i], buffer_size, nullptr, GL_DYNAMIC_DRAW, "MeshInstance process buffer[" + itos(i) + "]");
			}
		}
		glBindBuffer(GL_ARRAY_BUFFER, 0); 
	}
	mi->surfaces.push_back(s);
	mi->dirty = true;
}
void MeshStorage::mesh_instance_check_for_update(RID p_mesh_instance) {