### 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)

} else {
			attribs[i].stride = skin_stride;
			glBindBuffer(GL_ARRAY_BUFFER, s->skin_buffer);
		}
		if (attribs[i].integer) {
			glVertexAttribIPointer(i, attribs[i].size, attribs[i].type, attribs[i].stride, CAST_INT_TO_UCHAR_PTR(attribs[i].offset));
		} else {
			glVertexAttribPointer(i, attribs[i].size, attribs[i].type, attribs[i].normalized, attribs[i].stride, CAST_INT_TO_UCHAR_PTR(attribs[i].offset));
		}
		glEnableVertexAttribArray(i);
	}
	
	glBindVertexArray(0);
	glBindBuffer(GL_ARRAY_BUFFER, 0);
	v.input_mask = p_input_mask;
}
RID MeshStorage::mesh_instance_create(RID p_base) {
	Mesh *mesh = mesh_owner.get_or_null(p_base);
	ERR_FAIL_NULL_V(mesh, RID());
	RID rid = mesh_instance_owner.make_rid();
	MeshInstance *mi = mesh_instance_owner.get_or_null(rid);
	mi->mesh = mesh;
	for (uint32_t i = 0; i < mesh->surface_count; i++) {
		_mesh_instance_add_surface(mi, mesh, i);
	}
	mi->I = mesh->instances.push_back(mi);
	mi->dirty = true;
	return rid;
}
void MeshStorage::mesh_instance_free(RID p_rid) {