### 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)

if ((mi->surfaces[i].format_cache & (1ULL << RS::ARRAY_NORMAL))) {
						specialization |= SkeletonShaderGLES3::USE_NORMAL;
					}
					if ((mi->surfaces[i].format_cache & (1ULL << RS::ARRAY_TANGENT))) {
						specialization |= SkeletonShaderGLES3::USE_TANGENT;
					}
				}
				bool success = skeleton_shader.shader.version_bind_shader(skeleton_shader.shader_version, variant, specialization);
				if (!success) {
					continue;
				}
				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);
				GLuint vertex_array_gl = 0;
				uint64_t mask = ((1 << 10) - 1) << 3; 
				mask = ~mask;
				uint64_t format = mi->surfaces[i].format_cache & mask; 
				mesh_surface_get_vertex_arrays_and_format(mi->mesh->surfaces[i], format, vertex_array_gl);
				glBindVertexArray(vertex_array_gl);
				_compute_skeleton(mi, sk, i);
			}
		}
		mi->dirty = false;
		if (sk) {