### 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)

if ((mi->surfaces[i].format_cache & (1ULL << RS::ARRAY_NORMAL))) {
						specialization |= SkeletonShaderGLES3::USE_NORMAL;
					}
					if ((mi->surfaces[i].format_cache & (1ULL << RS::ARRAY_TANGENT))) {
						specialization |= SkeletonShaderGLES3::USE_TANGENT;
					}
				}
				bool success = skeleton_shader.shader.version_bind_shader(skeleton_shader.shader_version, variant, specialization);
				if (!success) {
					continue;
				}
				skeleton_shader.shader.version_set_uniform(SkeletonShaderGLES3::BLEND_WEIGHT, base_weight, skeleton_shader.shader_version, variant, specialization);
				skeleton_shader.shader.version_set_uniform(SkeletonShaderGLES3::BLEND_SHAPE_COUNT, float(mi->mesh->blend_shape_count), skeleton_shader.shader_version, variant, specialization);
				glBindBuffer(GL_ARRAY_BUFFER, 0);
				GLuint vertex_array_gl = 0;
				uint64_t mask = ((1 << 10) - 1) << 3; 
				mask = ~mask;
				uint64_t format = mi->surfaces[i].format_cache & mask; 
				mesh_surface_get_vertex_arrays_and_format(mi->mesh->surfaces[i], format, vertex_array_gl);
				glBindVertexArray(vertex_array_gl);
				glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, mi->surfaces[i].vertex_buffers[0]);
				glBeginTransformFeedback(GL_POINTS);
				glDrawArrays(GL_POINTS, 0, mi->mesh->surfaces[i]->vertex_count);
				glEndTransformFeedback();
				variant = SkeletonShaderGLES3::MODE_BLEND_PASS;
				success = skeleton_shader.shader.version_bind_shader(skeleton_shader.shader_version, variant, specialization);
				if (!success) {
					continue;
				}