### 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)

lod.index_data = Utilities::buffer_get_data(GL_ELEMENT_ARRAY_BUFFER, s.lods[i].index_buffer, s.lods[i].index_buffer_size);
		sd.lods.push_back(lod);
	}
	sd.bone_aabbs = s.bone_aabbs;
	if (mesh->blend_shape_count) {
		sd.blend_shape_data = Vector<uint8_t>();
		for (uint32_t i = 0; i < mesh->blend_shape_count; i++) {
			sd.blend_shape_data.append_array(Utilities::buffer_get_data(GL_ARRAY_BUFFER, s.blend_shapes[i].vertex_buffer, s.vertex_buffer_size));
		}
	}
	sd.uv_scale = s.uv_scale;
	return sd;
}
int MeshStorage::mesh_get_surface_count(RID p_mesh) const {
	Mesh *mesh = mesh_owner.get_or_null(p_mesh);
	ERR_FAIL_NULL_V(mesh, 0);
	return mesh->surface_count;
}
void MeshStorage::mesh_set_custom_aabb(RID p_mesh, const AABB &p_aabb) {
	Mesh *mesh = mesh_owner.get_or_null(p_mesh);
	ERR_FAIL_NULL(mesh);
	mesh->custom_aabb = p_aabb;
	mesh->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_AABB);
}
AABB MeshStorage::mesh_get_custom_aabb(RID p_mesh) const {
	Mesh *mesh = mesh_owner.get_or_null(p_mesh);
	ERR_FAIL_NULL_V(mesh, AABB());
	return mesh->custom_aabb;
}
AABB MeshStorage::mesh_get_aabb(RID p_mesh, RID p_skeleton) {