### 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)

for (uint32_t bs = 0; bs < mi->mesh->blend_shape_count - 1; bs++) {
					float weight = mi->blend_weights[bs];
					if (Math::is_zero_approx(weight)) {
						
						continue;
					}
					skeleton_shader.shader.version_set_uniform(SkeletonShaderGLES3::BLEND_WEIGHT, weight, skeleton_shader.shader_version, variant, specialization);
					skeleton_shader.shader.version_set_uniform(SkeletonShaderGLES3::BLEND_SHAPE_COUNT, float(mi->mesh->blend_shape_count), skeleton_shader.shader_version, variant, specialization);
					glBindVertexArray(mi->mesh->surfaces[i]->blend_shapes[bs].vertex_array);
					_blend_shape_bind_mesh_instance_buffer(mi, i);
					glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, mi->surfaces[i].vertex_buffers[1]);
					glBeginTransformFeedback(GL_POINTS);
					glDrawArrays(GL_POINTS, 0, mi->mesh->surfaces[i]->vertex_count);
					glEndTransformFeedback();
					SWAP(mi->surfaces[i].vertex_buffers[0], mi->surfaces[i].vertex_buffers[1]);
				}
				uint32_t bs = mi->mesh->blend_shape_count - 1;
				float weight = mi->blend_weights[bs];
				glBindVertexArray(mi->mesh->surfaces[i]->blend_shapes[bs].vertex_array);
				_blend_shape_bind_mesh_instance_buffer(mi, i);
				specialization |= can_use_skeleton ? SkeletonShaderGLES3::USE_SKELETON : 0;
				specialization |= (can_use_skeleton && use_8_weights) ? SkeletonShaderGLES3::USE_EIGHT_WEIGHTS : 0;
				specialization |= SkeletonShaderGLES3::FINAL_PASS;
				success = skeleton_shader.shader.version_bind_shader(skeleton_shader.shader_version, variant, specialization);
				if (!success) {
					continue;
				}
				skeleton_shader.shader.version_set_uniform(SkeletonShaderGLES3::BLEND_WEIGHT, weight, skeleton_shader.shader_version, variant, specialization);
				skeleton_shader.shader.version_set_uniform(SkeletonShaderGLES3::BLEND_SHAPE_COUNT, float(mi->mesh->blend_shape_count), skeleton_shader.shader_version, variant, specialization);
				if (can_use_skeleton) {