### 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)

MaterialStorage *material_storage = MaterialStorage::get_singleton();
	if (global_shader_uniforms.buffer_dirty_region_count > 0) {
		uint32_t total_regions = global_shader_uniforms.buffer_size / GlobalShaderUniforms::BUFFER_DIRTY_REGION_SIZE;
		if (total_regions / global_shader_uniforms.buffer_dirty_region_count <= 4) {
			
			glBindBuffer(GL_UNIFORM_BUFFER, global_shader_uniforms.buffer);
			glBufferData(GL_UNIFORM_BUFFER, sizeof(GlobalShaderUniforms::Value) * global_shader_uniforms.buffer_size, global_shader_uniforms.buffer_values, GL_DYNAMIC_DRAW);
			glBindBuffer(GL_UNIFORM_BUFFER, 0);
			memset(global_shader_uniforms.buffer_dirty_regions, 0, sizeof(bool) * total_regions);
		} else {
			uint32_t region_byte_size = sizeof(GlobalShaderUniforms::Value) * GlobalShaderUniforms::BUFFER_DIRTY_REGION_SIZE;
			glBindBuffer(GL_UNIFORM_BUFFER, global_shader_uniforms.buffer);
			for (uint32_t i = 0; i < total_regions; i++) {
				if (global_shader_uniforms.buffer_dirty_regions[i]) {