### 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)

#ifdef GLES3_ENABLED
#include "core/config/project_settings.h"
#include "config.h"
#include "material_storage.h"
#include "particles_storage.h"
#include "texture_storage.h"
#include "drivers/gles3/rasterizer_canvas_gles3.h"
#include "drivers/gles3/rasterizer_gles3.h"
#include "servers/rendering/storage/variant_converters.h"
using namespace GLES3;
static void _fill_std140_variant_ubo_value(ShaderLanguage::DataType type, int p_array_size, const Variant &value, uint8_t *data) {
	switch (type) {
		case ShaderLanguage::TYPE_BOOL: {
			uint32_t *gui = (uint32_t *)data;
			if (p_array_size > 0) {
				PackedInt32Array ba = value;
				for (int i = 0; i < ba.size(); i++) {
					ba.set(i, ba[i] ? 1 : 0);
				}
				write_array_std140<int32_t>(ba, gui, p_array_size, 4);
			} else {
				bool v = value;