### 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)

s->lods[i].index_count = new_surface.lods[i].index_data.size() / (is_index_16 ? 2 : 4);
				s->lods[i].index_buffer_size = new_surface.lods[i].index_data.size();
			}
		}
	}
	ERR_FAIL_COND_MSG(!new_surface.index_count && !new_surface.vertex_count, "Meshes must contain a vertex array, an index array, or both");
	s->aabb = new_surface.aabb;
	s->bone_aabbs = new_surface.bone_aabbs; 
	s->uv_scale = new_surface.uv_scale;
	if (new_surface.skin_data.size() || mesh->blend_shape_count > 0) {
		
		int size = new_surface.vertex_data.size();
		int vertex_size = 0;
		int position_stride = 0;
		int normal_tangent_stride = 0;
		int normal_offset = 0;
		int tangent_offset = 0;
		if ((new_surface.format & (1ULL << RS::ARRAY_VERTEX))) {
			if (new_surface.format & RS::ARRAY_FLAG_USE_2D_VERTICES) {
				vertex_size = 2;
				position_stride = sizeof(float) * vertex_size;
			} else {
				if (new_surface.format & RS::ARRAY_FLAG_COMPRESS_ATTRIBUTES) {
					vertex_size = 4;
					position_stride = sizeof(uint16_t) * vertex_size;
				} else {
					vertex_size = 3;
					position_stride = sizeof(float) * vertex_size;
				}
			}