### Godot version

v4.2.beta5.official [4c96e9676]

### System information

Godot v4.2.beta5 - macOS 14.0.0 - GLES3 (Compatibility) - ANGLE (Apple, ANGLE Metal Renderer: Apple M1, Version 14.0 (Build 23A344)) - Apple M1 (8 Threads)

### Issue description

MacOS seems to have very bad TileMap performance on very small (8 tiles) tile sets. I opened same project on my lower end Windows 10 machine and it ran perfectly. Once running game seems to run fine, it's only in the editor this issue seems to occur and I've noticed it in all the Betas I worked on this project in which was Beta 2. If I use the Stable 4.1.3 that was just released the performance issue doesn't exist. This is only since Version 4.2. I know some changes came with the system and may have greatly affected performance on the MacOS systems, but not Windows. Linux is unknown. 

### Steps to reproduce

Create a project with a TileMap and then attach any size tile set. Select the TileMap tab at the bottom and watch the editor feel like it's gonna come to a halt. 

### Minimal reproduction project

N/A
*   If p_second_phase is true, it will chain into setup2() (default behavior). This is
 *   disabled on some platforms (Android, iOS) which trigger the second step in their own time.
 *
 * - setup2(p_main_tid_override) registers high level servers and singletons, displays the
 *   boot splash, then registers higher level types (scene, editor, etc.).
 *
 * - start() is the last step and that's where command line tools can run, or the main loop
 *   can be created eventually and the project settings put into action. That's also where
 *   the editor node is created, if relevant.
 *   start() does it own argument parsing for a subset of the command line arguments described
 *   in help, it's a bit messy and should be globalized with the setup() parsing somehow.
 */
Error Main::setup(const char *execpath, int argc, char *argv[], bool p_second_phase) {
	Thread::make_main_thread();
	set_current_thread_safe_for_nodes(true);
	OS::get_singleton()->initialize();
	
	
	OS::get_singleton()->benchmark_begin_measure("startup_begin");
	engine = memnew(Engine);
	MAIN_PRINT("Main: Initialize CORE");
	OS::get_singleton()->benchmark_begin_measure("core");
	register_core_types();
	register_core_driver_types();
	MAIN_PRINT("Main: Initialize Globals");
	input_map = memnew(InputMap);
	time_singleton = memnew(Time);
	globals = memnew(ProjectSettings);
	register_core_settings(); 
	translation_server = memnew(TranslationServer);