### 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)

actions.usage_flag_pointers["POSITION"] = &uses_position;
	actions.usage_flag_pointers["LIGHT0_ENABLED"] = &uses_light;
	actions.usage_flag_pointers["LIGHT0_ENERGY"] = &uses_light;
	actions.usage_flag_pointers["LIGHT0_DIRECTION"] = &uses_light;
	actions.usage_flag_pointers["LIGHT0_COLOR"] = &uses_light;
	actions.usage_flag_pointers["LIGHT0_SIZE"] = &uses_light;
	actions.usage_flag_pointers["LIGHT1_ENABLED"] = &uses_light;
	actions.usage_flag_pointers["LIGHT1_ENERGY"] = &uses_light;
	actions.usage_flag_pointers["LIGHT1_DIRECTION"] = &uses_light;
	actions.usage_flag_pointers["LIGHT1_COLOR"] = &uses_light;
	actions.usage_flag_pointers["LIGHT1_SIZE"] = &uses_light;
	actions.usage_flag_pointers["LIGHT2_ENABLED"] = &uses_light;
	actions.usage_flag_pointers["LIGHT2_ENERGY"] = &uses_light;
	actions.usage_flag_pointers["LIGHT2_DIRECTION"] = &uses_light;
	actions.usage_flag_pointers["LIGHT2_COLOR"] = &uses_light;
	actions.usage_flag_pointers["LIGHT2_SIZE"] = &uses_light;
	actions.usage_flag_pointers["LIGHT3_ENABLED"] = &uses_light;
	actions.usage_flag_pointers["LIGHT3_ENERGY"] = &uses_light;
	actions.usage_flag_pointers["LIGHT3_DIRECTION"] = &uses_light;
	actions.usage_flag_pointers["LIGHT3_COLOR"] = &uses_light;
	actions.usage_flag_pointers["LIGHT3_SIZE"] = &uses_light;
	actions.uniforms = &uniforms;
	Error err = MaterialStorage::get_singleton()->shaders.compiler_sky.compile(RS::SHADER_SKY, code, &actions, path, gen_code);
	ERR_FAIL_COND_MSG(err != OK, "Shader compilation failed.");
	if (version.is_null()) {
		version = MaterialStorage::get_singleton()->shaders.sky_shader.version_create();
	}
#if 0
	print_line("**compiling shader:");
	print_line("**defines:\n");