### 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)

Skeleton *skeleton = skeleton_owner.get_or_null(p_skeleton);
	ERR_FAIL_NULL_V(skeleton, 0);
	return skeleton->size;
}
void MeshStorage::skeleton_bone_set_transform(RID p_skeleton, int p_bone, const Transform3D &p_transform) {
	Skeleton *skeleton = skeleton_owner.get_or_null(p_skeleton);
	ERR_FAIL_NULL(skeleton);
	ERR_FAIL_INDEX(p_bone, skeleton->size);
	ERR_FAIL_COND(skeleton->use_2d);
	float *dataptr = skeleton->data.ptrw() + p_bone * 12;
	dataptr[0] = p_transform.basis.rows[0][0];
	dataptr[1] = p_transform.basis.rows[0][1];
	dataptr[2] = p_transform.basis.rows[0][2];
	dataptr[3] = p_transform.origin.x;
	dataptr[4] = p_transform.basis.rows[1][0];
	dataptr[5] = p_transform.basis.rows[1][1];
	dataptr[6] = p_transform.basis.rows[1][2];
	dataptr[7] = p_transform.origin.y;
	dataptr[8] = p_transform.basis.rows[2][0];
	dataptr[9] = p_transform.basis.rows[2][1];
	dataptr[10] = p_transform.basis.rows[2][2];
	dataptr[11] = p_transform.origin.z;
	_skeleton_make_dirty(skeleton);
}
Transform3D MeshStorage::skeleton_bone_get_transform(RID p_skeleton, int p_bone) const {