### 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)

if (uniform_array_size > 0) {
				if (textures.size() < uniform_array_size) {
					HashMap<StringName, HashMap<int, RID>>::ConstIterator W = p_default_textures.find(uniform_name);
					for (int j = textures.size(); j < uniform_array_size; j++) {
						if (W && W->value.has(j)) {
							textures.push_back(W->value[j]);
						} else {
							textures.push_back(RID());
						}
					}
				}
			} else if (textures.is_empty()) {
				HashMap<StringName, HashMap<int, RID>>::ConstIterator W = p_default_textures.find(uniform_name);
				if (W && W->value.has(0)) {
					textures.push_back(W->value[0]);
				}
			}
		}
		RID gl_texture = texture_storage->texture_gl_get_default(DEFAULT_GL_TEXTURE_WHITE);
		if (textures.is_empty()) {
			
			switch (p_texture_uniforms[i].type) {
				case ShaderLanguage::TYPE_ISAMPLER2D:
				case ShaderLanguage::TYPE_USAMPLER2D:
				case ShaderLanguage::TYPE_SAMPLER2D: {
					switch (p_texture_uniforms[i].hint) {
						case ShaderLanguage::ShaderNode::Uniform::HINT_DEFAULT_BLACK: {
							gl_texture = texture_storage->texture_gl_get_default(DEFAULT_GL_TEXTURE_BLACK);
						} break;
						case ShaderLanguage::ShaderNode::Uniform::HINT_DEFAULT_TRANSPARENT: {