GE100 If I understand the question right, I actually asked a very similar question beforehand. The answer is that Godot is very optimized, and works in a smart way that if you instance the same scene several times, or even assign it to several variables (aka. load it several times), the RAM space taken is ONLY that of ONE scene (EDIT: maybe technically slightly more than that, but not visually noticeable as far as Godot's debugger is concerned). You can see a project that I made myself to test this here https://godotforums.org/d/30623-does-instancing-the-same-object-several-times-increase-ram-usage/11.
However, beware, because using things against the way Godot intended could cause this smart behavior of Godot to load scenes once to... malfunction. An example is I had an autoload which had the current scene loaded (and during the loading screen a different scene is loaded as the current one). This should work wonderfully, with Godot loading the scene once, except that this "autoload" was not really one, but rather a node that was added manually mid-run (and not part of the main scene). Because of how autoloads are structured, Godot probably didn't recognize the supposedly "autoload" node, and basically loaded my main scene twice. You can read more about the technicalities of this issue here https://godotforums.org/d/30633-autoload-cannot-be-added-in-runtime/13.
Bottom line is, if you try to "innovate" and change the way Godot is supposed to be structured or the way Godot is supposed to work, be careful, as such smart features might not work.