### 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)

Mesh *mesh = mesh_owner.get_or_null(p_mesh);
	ERR_FAIL_NULL(mesh);
	ERR_FAIL_COND(mesh->surface_count == RS::MAX_MESH_SURFACES);
#ifdef DEBUG_ENABLED
	
	{
		uint32_t stride = 0;
		uint32_t attrib_stride = 0;
		uint32_t skin_stride = 0;
		for (int i = 0; i < RS::ARRAY_WEIGHTS; i++) {
			if ((p_surface.format & (1ULL << i))) {
				switch (i) {
					case RS::ARRAY_VERTEX: {
						if ((p_surface.format & RS::ARRAY_FLAG_USE_2D_VERTICES) || (p_surface.format & RS::ARRAY_FLAG_COMPRESS_ATTRIBUTES)) {
							stride += sizeof(float) * 2;
						} else {
							stride += sizeof(float) * 3;
						}
					} break;
					case RS::ARRAY_NORMAL: {
						stride += sizeof(uint16_t) * 2;
					} break;
					case RS::ARRAY_TANGENT: {
						if (!(p_surface.format & RS::ARRAY_FLAG_COMPRESS_ATTRIBUTES)) {
							stride += sizeof(uint16_t) * 2;
						}
					} break;