### Godot version

v4.1.stable.mono.official [970459615]

### System information

Godot v4.1.stable.mono - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1050 Ti (NVIDIA; 31.0.15.3179) - AMD Ryzen 3 3200G with Radeon Vega Graphics (4 Threads)

### Issue description

I have a scene with a large amount of InstanceMesh3D, StaticBody3D which are in a Map node. This scene does not cause any lags for me, but as soon as I expand the Map node, my scene starts to lag and it is impossible to work with the project at all. Before that I moved my project from 4.0.2.stable to 4.1.stable. The previous version did not cause such problems.

### Steps to reproduce

Create a scene of over +500 MeshInstance3D with any shape that is in a Node3D node. Try to open and close Node3D and you will see the performance drop.

### Minimal reproduction project

N/A
ERR_FAIL_INDEX_V(p_column, columns.size(), TEXT_DIRECTION_INHERITED);
	return columns[p_column].text_direction;
}
void Tree::set_column_title_language(int p_column, const String &p_language) {
	ERR_FAIL_INDEX(p_column, columns.size());
	if (columns[p_column].language != p_language) {
		columns.write[p_column].language = p_language;
		update_column(p_column);
		queue_redraw();
	}
}
String Tree::get_column_title_language(int p_column) const {
	ERR_FAIL_INDEX_V(p_column, columns.size(), "");
	return columns[p_column].language;
}
Point2 Tree::get_scroll() const {
	Point2 ofs;
	if (h_scroll->is_visible_in_tree()) {
		ofs.x = h_scroll->get_value();
	}
	if (v_scroll->is_visible_in_tree()) {
		ofs.y = v_scroll->get_value();
	}
	return ofs;
}
void Tree::scroll_to_item(TreeItem *p_item, bool p_center_on_item) {