### 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
} else {
		v_scroll->hide();
		theme_cache.offset.y = 0;
	}
	if (display_hscroll) {
		h_scroll->show();
		h_scroll->set_max(internal_min_size.width);
		h_scroll->set_page(tree_content_size.width);
		theme_cache.offset.x = h_scroll->get_value();
	} else {
		h_scroll->hide();
		theme_cache.offset.x = 0;
	}
	const Rect2 scroll_rect = _get_scrollbar_layout_rect();
	v_scroll->set_begin(scroll_rect.get_position() + Vector2(scroll_rect.get_size().x - vmin.width, 0));
	v_scroll->set_end(scroll_rect.get_end() - Vector2(0, display_hscroll ? hmin.height : 0));
	h_scroll->set_begin(scroll_rect.get_position() + Vector2(0, scroll_rect.get_size().y - hmin.height));
	h_scroll->set_end(scroll_rect.get_end() - Vector2(display_vscroll ? vmin.width : 0, 0));
}
int Tree::_get_title_button_height() const {
	ERR_FAIL_COND_V(theme_cache.font.is_null() || theme_cache.title_button.is_null(), 0);
	int h = 0;
	if (show_column_titles) {
		for (int i = 0; i < columns.size(); i++) {
			h = MAX(h, columns[i].text_buf->get_size().y + theme_cache.title_button->get_minimum_size().height);
		}
	}
	return h;
}
void Tree::_notification(int p_what) {