Why does this thrash my GPU?

The size and surface formats of the render targets don’t matter. Why does switching between render targets increase GPU usage when no changes have been made?

For the record:
Platform: Windows 10 cross-platform desktop project
MonoGame version: 3.7.0.1708
Graphics card: ASUS GeForce GTX 1060 6GB Dual OC

But if you create a new MonoGame project and paste this into Game1.cs I reckon you get the same results (high GPU usage)

Is there any other way of applying a render target than swapping it with something else?

using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;

namespace Test
{
    public class Game1 : Game
    {
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;

        RenderTarget2D renderTarget1, renderTarget2;
    
        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);
            graphics.PreferredBackBufferWidth = 1920;
            graphics.PreferredBackBufferHeight = 1080;
            graphics.ApplyChanges();
            Content.RootDirectory = "Content";
        }

        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            renderTarget1 = new RenderTarget2D(GraphicsDevice, 1, 1, false, SurfaceFormat.Color,
                DepthFormat.None, 0, RenderTargetUsage.PreserveContents);
            renderTarget2 = new RenderTarget2D(GraphicsDevice, 1, 1, false, SurfaceFormat.Color,
                DepthFormat.None, 0, RenderTargetUsage.PreserveContents);
        }

        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);

            for (int i = 0; i < 1000; i++)
            {
                GraphicsDevice.SetRenderTarget(renderTarget1);
                GraphicsDevice.SetRenderTarget(renderTarget2);
            }

            GraphicsDevice.SetRenderTarget(null);

            base.Draw(gameTime);
        }
    }
}