### 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)

}
		} break;
		case ShaderLanguage::TYPE_BVEC4: {
			uint32_t *gui = (uint32_t *)data;
			if (p_array_size > 0) {
				PackedInt32Array ba = convert_array_std140<Vector4i, int32_t>(value);
				for (int i = 0; i < ba.size(); i++) {
					ba.set(i, ba[i] ? 1 : 0);
				}
				write_array_std140<Vector4i>(ba, gui, p_array_size, 4);
			} else {
				uint32_t v = value;
				gui[0] = (v & 1) ? 1 : 0;
				gui[1] = (v & 2) ? 1 : 0;
				gui[2] = (v & 4) ? 1 : 0;
				gui[3] = (v & 8) ? 1 : 0;
			}
		} break;
		case ShaderLanguage::TYPE_INT: {
			int32_t *gui = (int32_t *)data;
			if (p_array_size > 0) {
				const PackedInt32Array &iv = value;
				write_array_std140<int32_t>(iv, gui, p_array_size, 4);
			} else {
				int v = value;
				gui[0] = v;
			}
		} break;
		case ShaderLanguage::TYPE_IVEC2: {
			int32_t *gui = (int32_t *)data;