### 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)

}
	}
	{
		
		List<StringName> to_delete;
		for (KeyValue<StringName, uint64_t> &E : used_global_textures) {
			if (E.value != global_textures_pass) {
				to_delete.push_back(E.key);
				GlobalShaderUniforms::Variable *v = material_storage->global_shader_uniforms.variables.getptr(E.key);
				if (v) {
					v->texture_materials.erase(self);
				}
			}
		}
		while (to_delete.front()) {
			used_global_textures.erase(to_delete.front()->get());
			to_delete.pop_front();
		}
		
		if (uses_global_textures != (global_texture_E != nullptr)) {
			if (uses_global_textures) {
				global_texture_E = material_storage->global_shader_uniforms.materials_using_texture.push_back(self);
			} else {
				material_storage->global_shader_uniforms.materials_using_texture.erase(global_texture_E);
				global_texture_E = nullptr;
			}
		}
	}
}
void MaterialData::update_parameters_internal(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty, const HashMap<StringName, ShaderLanguage::ShaderNode::Uniform> &p_uniforms, const uint32_t *p_uniform_offsets, const Vector<ShaderCompiler::GeneratedCode::Texture> &p_texture_uniforms, const HashMap<StringName, HashMap<int, RID>> &p_default_texture_params, uint32_t p_ubo_size, bool p_is_3d_shader_type) {