### Godot version

v4.2.beta5.official [4c96e9676]

### System information

Godot v4.2.beta5 - macOS 14.0.0 - GLES3 (Compatibility) - ANGLE (Apple, ANGLE Metal Renderer: Apple M1, Version 14.0 (Build 23A344)) - Apple M1 (8 Threads)

### Issue description

MacOS seems to have very bad TileMap performance on very small (8 tiles) tile sets. I opened same project on my lower end Windows 10 machine and it ran perfectly. Once running game seems to run fine, it's only in the editor this issue seems to occur and I've noticed it in all the Betas I worked on this project in which was Beta 2. If I use the Stable 4.1.3 that was just released the performance issue doesn't exist. This is only since Version 4.2. I know some changes came with the system and may have greatly affected performance on the MacOS systems, but not Windows. Linux is unknown. 

### Steps to reproduce

Create a project with a TileMap and then attach any size tile set. Select the TileMap tab at the bottom and watch the editor feel like it's gonna come to a halt. 

### Minimal reproduction project

N/A
#if DEBUG_ENABLED
	OS::get_singleton()->print("  --gpu-abort                       Abort on graphics API usage errors (usually validation layer errors). May help see the problem if your system freezes.\n");
#endif
	OS::get_singleton()->print("  --generate-spirv-debug-info       Generate SPIR-V debug information. This allows source-level shader debugging with RenderDoc.\n");
	OS::get_singleton()->print("  --remote-debug <uri>              Remote debug (<protocol>://<host/IP>[:<port>], e.g. tcp://127.0.0.1:6007).\n");
	OS::get_singleton()->print("  --single-threaded-scene           Scene tree runs in single-threaded mode. Sub-thread groups are disabled and run on the main thread.\n");
#if defined(DEBUG_ENABLED)
	OS::get_singleton()->print("  --debug-collisions                Show collision shapes when running the scene.\n");
	OS::get_singleton()->print("  --debug-paths                     Show path lines when running the scene.\n");
	OS::get_singleton()->print("  --debug-navigation                Show navigation polygons when running the scene.\n");
	OS::get_singleton()->print("  --debug-avoidance                 Show navigation avoidance debug visuals when running the scene.\n");
	OS::get_singleton()->print("  --debug-stringnames               Print all StringName allocations to stdout when the engine quits.\n");
	OS::get_singleton()->print("  --debug-canvas-item-redraw        Display a rectangle each time a canvas item requests a redraw (useful to troubleshoot low processor mode).\n");
#endif
	OS::get_singleton()->print("  --max-fps <fps>                   Set a maximum number of frames per second rendered (can be used to limit power usage). A value of 0 results in unlimited framerate.\n");
	OS::get_singleton()->print("  --frame-delay <ms>                Simulate high CPU load (delay each frame by <ms> milliseconds). Do not use as a FPS limiter; use --max-fps instead.\n");
	OS::get_singleton()->print("  --time-scale <scale>              Force time scale (higher values are faster, 1.0 is normal speed).\n");
	OS::get_singleton()->print("  --disable-vsync                   Forces disabling of vertical synchronization, even if enabled in the project settings. Does not override driver-level V-Sync enforcement.\n");
	OS::get_singleton()->print("  --disable-render-loop             Disable render loop so rendering only occurs when called explicitly from script.\n");
	OS::get_singleton()->print("  --disable-crash-handler           Disable crash handler when supported by the platform code.\n");
	OS::get_singleton()->print("  --fixed-fps <fps>                 Force a fixed number of frames per second. This setting disables real-time synchronization.\n");
	OS::get_singleton()->print("  --delta-smoothing <enable>        Enable or disable frame delta smoothing ['enable', 'disable'].\n");
	OS::get_singleton()->print("  --print-fps                       Print the frames per second to the stdout.\n");
	OS::get_singleton()->print("\n");
	OS::get_singleton()->print("Standalone tools:\n");
	OS::get_singleton()->print("  -s, --script <script>             Run a script.\n");
	OS::get_singleton()->print("  --main-loop <main_loop_name>      Run a MainLoop specified by its global class name.\n");
	OS::get_singleton()->print("  --check-only                      Only parse for errors and quit (use with --script).\n");
#ifdef TOOLS_ENABLED
	OS::get_singleton()->print("  --export-release <preset> <path>  Export the project in release mode using the given preset and output path. The preset name should match one defined in export_presets.cfg.\n");