### 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)

actions.renames["SSS_TRANSMITTANCE_DEPTH"] = "transmittance_depth";
		actions.renames["SSS_TRANSMITTANCE_BOOST"] = "transmittance_boost";
		actions.renames["BACKLIGHT"] = "backlight";
		actions.renames["AO"] = "ao";
		actions.renames["AO_LIGHT_AFFECT"] = "ao_light_affect";
		actions.renames["EMISSION"] = "emission";
		actions.renames["POINT_COORD"] = "gl_PointCoord";
		actions.renames["INSTANCE_CUSTOM"] = "instance_custom";
		actions.renames["SCREEN_UV"] = "screen_uv";
		actions.renames["DEPTH"] = "gl_FragDepth";
		actions.renames["FOG"] = "fog";
		actions.renames["RADIANCE"] = "custom_radiance";
		actions.renames["IRRADIANCE"] = "custom_irradiance";
		actions.renames["BONE_INDICES"] = "bone_attrib";
		actions.renames["BONE_WEIGHTS"] = "weight_attrib";
		actions.renames["CUSTOM0"] = "custom0_attrib";
		actions.renames["CUSTOM1"] = "custom1_attrib";
		actions.renames["CUSTOM2"] = "custom2_attrib";
		actions.renames["CUSTOM3"] = "custom3_attrib";
		actions.renames["OUTPUT_IS_SRGB"] = "SHADER_IS_SRGB";
		actions.renames["NODE_POSITION_WORLD"] = "model_matrix[3].xyz";
		actions.renames["CAMERA_POSITION_WORLD"] = "scene_data.inv_view_matrix[3].xyz";
		actions.renames["CAMERA_DIRECTION_WORLD"] = "scene_data.view_matrix[3].xyz";
		actions.renames["CAMERA_VISIBLE_LAYERS"] = "scene_data.camera_visible_layers";
		actions.renames["NODE_POSITION_VIEW"] = "(scene_data.view_matrix * model_matrix)[3].xyz";
		actions.renames["VIEW_INDEX"] = "ViewIndex";
		actions.renames["VIEW_MONO_LEFT"] = "uint(0)";
		actions.renames["VIEW_RIGHT"] = "uint(1)";
		actions.renames["EYE_OFFSET"] = "eye_offset";