### 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 (h_scroll_enabled == p_enable) {
		return;
	}
	h_scroll_enabled = p_enable;
	update_minimum_size();
}
bool Tree::is_h_scroll_enabled() const {
	return h_scroll_enabled;
}
void Tree::set_v_scroll_enabled(bool p_enable) {
	if (v_scroll_enabled == p_enable) {
		return;
	}
	v_scroll_enabled = p_enable;
	update_minimum_size();
}
bool Tree::is_v_scroll_enabled() const {
	return v_scroll_enabled;
}
TreeItem *Tree::_search_item_text(TreeItem *p_at, const String &p_find, int *r_col, bool p_selectable, bool p_backwards) {