Then I get an idea of creating a material that is transparent all the time but here comes a question: Wouldn't it be a very bad time for the GPU?
More than GPU-intensive, there is another issue with transparency: sorting. Faces that are supposed to be behind another object may appear to be in front of the object because of depth sorting issues. This is common in all real-time renderers that don't use costly order-independent transparency techniques.
Also, transparent materials can't cast shadows in Godot.