### 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)

Mesh::Surface::Attrib attribs[RS::ARRAY_MAX];
	int position_stride = 0; 
	int normal_tangent_stride = 0;
	int attributes_stride = 0;
	int skin_stride = 0;
	for (int i = 0; i < RS::ARRAY_INDEX; i++) {
		if (!(s->format & (1ULL << i))) {
			attribs[i].enabled = false;
			attribs[i].integer = false;
			continue;
		}
		attribs[i].enabled = true;
		attribs[i].integer = false;
		switch (i) {
			case RS::ARRAY_VERTEX: {
				attribs[i].offset = 0;
				attribs[i].type = GL_FLOAT;
				attribs[i].normalized = GL_FALSE;
				if (s->format & RS::ARRAY_FLAG_USE_2D_VERTICES) {
					attribs[i].size = 2;
					position_stride = attribs[i].size * sizeof(float);
				} else {
					if (!mis && (s->format & RS::ARRAY_FLAG_COMPRESS_ATTRIBUTES)) {
						attribs[i].size = 4;
						position_stride = attribs[i].size * sizeof(uint16_t);
						attribs[i].type = GL_UNSIGNED_SHORT;
						attribs[i].normalized = GL_TRUE;