### 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 (int i = 0; i < p_texture_uniforms.size(); i++) {
		tex_uniform_count += uint32_t(p_texture_uniforms[i].array_size > 0 ? p_texture_uniforms[i].array_size : 1);
	}
	if ((uint32_t)texture_cache.size() != tex_uniform_count || p_textures_dirty) {
		texture_cache.resize(tex_uniform_count);
		p_textures_dirty = true;
	}
	if (p_textures_dirty && tex_uniform_count) {
		update_textures(p_parameters, p_default_texture_params, p_texture_uniforms, texture_cache.ptrw(), p_is_3d_shader_type);
	}
}
MaterialStorage *MaterialStorage::singleton = nullptr;
MaterialStorage *MaterialStorage::get_singleton() {
	return singleton;
}
MaterialStorage::MaterialStorage() {
	singleton = this;
	shader_data_request_func[RS::SHADER_SPATIAL] = _create_scene_shader_func;
	shader_data_request_func[RS::SHADER_CANVAS_ITEM] = _create_canvas_shader_func;
	shader_data_request_func[RS::SHADER_PARTICLES] = _create_particles_shader_func;
	shader_data_request_func[RS::SHADER_SKY] = _create_sky_shader_func;
	shader_data_request_func[RS::SHADER_FOG] = nullptr;
	material_data_request_func[RS::SHADER_SPATIAL] = _create_scene_material_func;
	material_data_request_func[RS::SHADER_CANVAS_ITEM] = _create_canvas_material_func;
	material_data_request_func[RS::SHADER_PARTICLES] = _create_particles_material_func;
	material_data_request_func[RS::SHADER_SKY] = _create_sky_material_func;
	material_data_request_func[RS::SHADER_FOG] = nullptr;
	static_assert(sizeof(GlobalShaderUniforms::Value) == 16);
	global_shader_uniforms.buffer_size = MAX(4096, (int)GLOBAL_GET("rendering/limits/global_shader_variables/buffer_size"));
	if (global_shader_uniforms.buffer_size > uint32_t(Config::get_singleton()->max_uniform_buffer_size)) {