### 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->attribute_buffer_size = new_surface.attribute_data.size();
	}
	if (new_surface.skin_data.size()) {
		glGenBuffers(1, &s->skin_buffer);
		glBindBuffer(GL_ARRAY_BUFFER, s->skin_buffer);
		GLES3::Utilities::get_singleton()->buffer_allocate_data(GL_ARRAY_BUFFER, s->skin_buffer, new_surface.skin_data.size(), new_surface.skin_data.ptr(), (s->format & RS::ARRAY_FLAG_USE_DYNAMIC_UPDATE) ? GL_DYNAMIC_DRAW : GL_STATIC_DRAW, "Mesh skin buffer");
		s->skin_buffer_size = new_surface.skin_data.size();
	}
	glBindBuffer(GL_ARRAY_BUFFER, 0);
	s->vertex_count = new_surface.vertex_count;
	if (new_surface.format & RS::ARRAY_FORMAT_BONES) {
		mesh->has_bone_weights = true;
	}
	if (new_surface.index_count) {
		bool is_index_16 = new_surface.vertex_count <= 65536 && new_surface.vertex_count > 0;
		glGenBuffers(1, &s->index_buffer);
		glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, s->index_buffer);
		GLES3::Utilities::get_singleton()->buffer_allocate_data(GL_ELEMENT_ARRAY_BUFFER, s->index_buffer, new_surface.index_data.size(), new_surface.index_data.ptr(), GL_STATIC_DRAW, "Mesh index buffer");
		glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); 
		s->index_count = new_surface.index_count;
		s->index_buffer_size = new_surface.index_data.size();
		if (new_surface.lods.size()) {
			s->lods = memnew_arr(Mesh::Surface::LOD, new_surface.lods.size());
			s->lod_count = new_surface.lods.size();
			for (int i = 0; i < new_surface.lods.size(); i++) {
				glGenBuffers(1, &s->lods[i].index_buffer);
				glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, s->lods[i].index_buffer);
				GLES3::Utilities::get_singleton()->buffer_allocate_data(GL_ELEMENT_ARRAY_BUFFER, s->lods[i].index_buffer, new_surface.lods[i].index_data.size(), new_surface.lods[i].index_data.ptr(), GL_STATIC_DRAW, "Mesh index buffer LOD[" + itos(i) + "]");
				glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); 
				s->lods[i].edge_length = new_surface.lods[i].edge_length;