### 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)

Transform2D transform = mi->canvas_item_transform_2d.affine_inverse() * sk->base_transform_2d;
					skeleton_shader.shader.version_set_uniform(SkeletonShaderGLES3::SKELETON_TRANSFORM_X, transform[0], skeleton_shader.shader_version, variant, specialization);
					skeleton_shader.shader.version_set_uniform(SkeletonShaderGLES3::SKELETON_TRANSFORM_Y, transform[1], skeleton_shader.shader_version, variant, specialization);
					skeleton_shader.shader.version_set_uniform(SkeletonShaderGLES3::SKELETON_TRANSFORM_OFFSET, transform[2], skeleton_shader.shader_version, variant, specialization);
					Transform2D inverse_transform = transform.affine_inverse();
					skeleton_shader.shader.version_set_uniform(SkeletonShaderGLES3::INVERSE_TRANSFORM_X, inverse_transform[0], skeleton_shader.shader_version, variant, specialization);
					skeleton_shader.shader.version_set_uniform(SkeletonShaderGLES3::INVERSE_TRANSFORM_Y, inverse_transform[1], skeleton_shader.shader_version, variant, specialization);
					skeleton_shader.shader.version_set_uniform(SkeletonShaderGLES3::INVERSE_TRANSFORM_OFFSET, inverse_transform[2], skeleton_shader.shader_version, variant, specialization);
					
					_compute_skeleton(mi, sk, i);
					can_use_skeleton = false;
				} else {
					
					glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, mi->surfaces[i].vertex_buffer);
					glBeginTransformFeedback(GL_POINTS);
					glDrawArrays(GL_POINTS, 0, mi->mesh->surfaces[i]->vertex_count);
					glEndTransformFeedback();
				}
				glBindVertexArray(0);
				glBindBuffer(GL_TRANSFORM_FEEDBACK_BUFFER, 0);
			}
			
			if (can_use_skeleton) {
				SkeletonShaderGLES3::ShaderVariant variant = SkeletonShaderGLES3::MODE_BASE_PASS;
				uint64_t specialization = 0;
				specialization |= array_is_2d ? SkeletonShaderGLES3::MODE_2D : 0;
				specialization |= SkeletonShaderGLES3::USE_SKELETON;
				specialization |= SkeletonShaderGLES3::FINAL_PASS;
				specialization |= use_8_weights ? SkeletonShaderGLES3::USE_EIGHT_WEIGHTS : 0;
				if (!array_is_2d) {