### 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
editor = false;
#else
		const String error_msg = "Error: Couldn't load project data at path \"" + project_path + "\". Is the .pck file missing?\nIf you've renamed the executable, the associated .pck file should also be renamed to match the executable's name (without the extension).\n";
		OS::get_singleton()->print("%s", error_msg.utf8().get_data());
		OS::get_singleton()->alert(error_msg);
		goto error;
#endif
	}
	
	{
		int worker_threads = GLOBAL_GET("threading/worker_pool/max_threads");
		bool low_priority_use_system_threads = GLOBAL_GET("threading/worker_pool/use_system_threads_for_low_priority_tasks");
		float low_property_ratio = GLOBAL_GET("threading/worker_pool/low_priority_thread_ratio");
		if (editor || project_manager) {
			WorkerThreadPool::get_singleton()->init();
		} else {
			WorkerThreadPool::get_singleton()->init(worker_threads, low_priority_use_system_threads, low_property_ratio);
		}
	}
#ifdef TOOLS_ENABLED
	if (editor) {
		Engine::get_singleton()->set_editor_hint(true);
		Engine::get_singleton()->set_extension_reloading_enabled(true);
	}
#endif
	
	OS::get_singleton()->ensure_user_data_dir();
	initialize_modules(MODULE_INITIALIZATION_LEVEL_CORE);
	register_core_extensions(); 
	ResourceUID::get_singleton()->load_from_cache();