### 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)

gl_texture = texture_storage->texture_gl_get_default(DEFAULT_GL_TEXTURE_TRANSPARENT);
						} break;
						case ShaderLanguage::ShaderNode::Uniform::HINT_ANISOTROPY: {
							gl_texture = texture_storage->texture_gl_get_default(DEFAULT_GL_TEXTURE_ANISO);
						} break;
						case ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL: {
							gl_texture = texture_storage->texture_gl_get_default(DEFAULT_GL_TEXTURE_NORMAL);
						} break;
						case ShaderLanguage::ShaderNode::Uniform::HINT_ROUGHNESS_NORMAL: {
							gl_texture = texture_storage->texture_gl_get_default(DEFAULT_GL_TEXTURE_NORMAL);
						} break;
						default: {
							gl_texture = texture_storage->texture_gl_get_default(DEFAULT_GL_TEXTURE_WHITE);
						} break;
					}
				} break;
				case ShaderLanguage::TYPE_SAMPLERCUBE: {
					switch (p_texture_uniforms[i].hint) {
						case ShaderLanguage::ShaderNode::Uniform::HINT_DEFAULT_BLACK: {
							gl_texture = texture_storage->texture_gl_get_default(DEFAULT_GL_TEXTURE_CUBEMAP_BLACK);
						} break;
						default: {
							gl_texture = texture_storage->texture_gl_get_default(DEFAULT_GL_TEXTURE_CUBEMAP_WHITE);
						} break;
					}
				} break;
				case ShaderLanguage::TYPE_SAMPLERCUBEARRAY: {
					ERR_PRINT_ONCE("Type: SamplerCubeArray not supported in GL Compatibility rendering backend, please use another type.");
				} break;
				case ShaderLanguage::TYPE_ISAMPLER3D: