### 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 ((new_surface.format & (1ULL << RS::ARRAY_NORMAL))) {
			normal_offset = position_stride * s->vertex_count;
			normal_tangent_stride += sizeof(uint16_t) * 2;
		}
		if ((new_surface.format & (1ULL << RS::ARRAY_TANGENT))) {
			tangent_offset = normal_offset + normal_tangent_stride;
			normal_tangent_stride += sizeof(uint16_t) * 2;
		}
		if (mesh->blend_shape_count > 0) {
			
			s->blend_shapes = memnew_arr(Mesh::Surface::BlendShape, mesh->blend_shape_count);
			for (uint32_t i = 0; i < mesh->blend_shape_count; i++) {
				glGenVertexArrays(1, &s->blend_shapes[i].vertex_array);
				glBindVertexArray(s->blend_shapes[i].vertex_array);
				glGenBuffers(1, &s->blend_shapes[i].vertex_buffer);
				glBindBuffer(GL_ARRAY_BUFFER, s->blend_shapes[i].vertex_buffer);
				GLES3::Utilities::get_singleton()->buffer_allocate_data(GL_ARRAY_BUFFER, s->blend_shapes[i].vertex_buffer, size, new_surface.blend_shape_data.ptr() + i * size, (s->format & RS::ARRAY_FLAG_USE_DYNAMIC_UPDATE) ? GL_DYNAMIC_DRAW : GL_STATIC_DRAW, "Mesh blend shape buffer");
				if ((new_surface.format & (1ULL << RS::ARRAY_VERTEX))) {
					glEnableVertexAttribArray(RS::ARRAY_VERTEX + 3);
					glVertexAttribPointer(RS::ARRAY_VERTEX + 3, vertex_size, GL_FLOAT, GL_FALSE, position_stride, CAST_INT_TO_UCHAR_PTR(0));
				}
				if ((new_surface.format & (1ULL << RS::ARRAY_NORMAL))) {
					
					glEnableVertexAttribArray(RS::ARRAY_NORMAL + 3);
					glVertexAttribPointer(RS::ARRAY_NORMAL + 3, 2, GL_UNSIGNED_SHORT, GL_TRUE, normal_tangent_stride, CAST_INT_TO_UCHAR_PTR(normal_offset));
				}
				if ((p_surface.format & (1ULL << RS::ARRAY_TANGENT))) {
					glEnableVertexAttribArray(RS::ARRAY_TANGENT + 3);
					glVertexAttribPointer(RS::ARRAY_TANGENT + 3, 2, GL_UNSIGNED_SHORT, GL_TRUE, normal_tangent_stride, CAST_INT_TO_UCHAR_PTR(tangent_offset));