### 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
TreeItem *it = root;
	int ofs = _get_title_button_height();
	if (!it) {
		return 0;
	}
	while (true) {
		if (it == p_item) {
			return ofs;
		}
		if ((it != root || !hide_root) && it->is_visible()) {
			ofs += compute_item_height(it);
			ofs += theme_cache.v_separation;
		}
		if (it->first_child && !it->collapsed) {
			it = it->first_child;
		} else if (it->next) {
			it = it->next;
		} else {
			while (!it->next) {
				it = it->parent;
				if (it == nullptr) {
					return 0;
				}
			}
			it = it->next;
		}
	}
	return -1; 
}
void Tree::ensure_cursor_is_visible() {