### 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)

Mesh *mesh = mesh_owner.get_or_null(p_mesh);
	ERR_FAIL_NULL(mesh);
	ERR_FAIL_UNSIGNED_INDEX((uint32_t)p_surface, mesh->surface_count);
	ERR_FAIL_COND(p_data.size() == 0);
	uint64_t data_size = p_data.size();
	ERR_FAIL_COND(p_offset + data_size > mesh->surfaces[p_surface]->skin_buffer_size);
	const uint8_t *r = p_data.ptr();
	glBindBuffer(GL_ARRAY_BUFFER, mesh->surfaces[p_surface]->skin_buffer);
	glBufferSubData(GL_ARRAY_BUFFER, p_offset, data_size, r);
	glBindBuffer(GL_ARRAY_BUFFER, 0);
}
void MeshStorage::mesh_surface_set_material(RID p_mesh, int p_surface, RID p_material) {
	Mesh *mesh = mesh_owner.get_or_null(p_mesh);
	ERR_FAIL_NULL(mesh);
	ERR_FAIL_UNSIGNED_INDEX((uint32_t)p_surface, mesh->surface_count);
	mesh->surfaces[p_surface]->material = p_material;
	mesh->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_MATERIAL);
	mesh->material_cache.clear();
}
RID MeshStorage::mesh_surface_get_material(RID p_mesh, int p_surface) const {
	Mesh *mesh = mesh_owner.get_or_null(p_mesh);
	ERR_FAIL_NULL_V(mesh, RID());
	ERR_FAIL_UNSIGNED_INDEX_V((uint32_t)p_surface, mesh->surface_count, RID());
	return mesh->surfaces[p_surface]->material;
}
RS::SurfaceData MeshStorage::mesh_get_surface(RID p_mesh, int p_surface) const {