### 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
if (i == 0) {
				if (p_item->cells[0].selected && select_mode == SELECT_ROW) {
					const Rect2 content_rect = _get_content_rect();
					Rect2i row_rect = Rect2i(Point2i(content_rect.position.x, item_rect.position.y), Size2i(content_rect.size.x, item_rect.size.y));
					if (rtl) {
						row_rect.position.x = get_size().width - row_rect.position.x - row_rect.size.x;
					}
					if (has_focus()) {
						theme_cache.selected_focus->draw(ci, row_rect);
					} else {
						theme_cache.selected->draw(ci, row_rect);
					}
				}
			}
			if ((select_mode == SELECT_ROW && selected_item == p_item) || p_item->cells[i].selected || !p_item->has_meta("__focus_rect")) {
				Rect2i r = cell_rect;
				p_item->set_meta("__focus_rect", Rect2(r.position, r.size));
				if (select_mode != SELECT_ROW) {
					if (rtl) {
						r.position.x = get_size().width - r.position.x - r.size.x;
					}
					if (p_item->cells[i].selected) {
						if (has_focus()) {
							theme_cache.selected_focus->draw(ci, r);
						} else {
							theme_cache.selected->draw(ci, r);
						}
					}
				}
			}