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[Splines] SplineUtility.GetNearestPoint's performance doesn't scale well

Package: Splines


*Steps to reproduce:*

1. Import the C# file attached to this bug

2. Create a GameObject in the scene and add the SplineTest component to it

3. Create a spline with 5 knots and link it in the Container field of the SplineTest component

4. Enter play mode to profile the performance

5. Increase the spline to 30+ knots and profile in play mode again

*Actual results:* Significant drop in performance between the 2 tests

*Expected results:* More knots should make this operation more costly but not linearly at a rate of _n_ ms / knot.

*Reproducible with versions:* 2.6.0 package version and any recent Unity version

*Tested on (OS):* Windows

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