### 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 *current = get_parent();
	if (!current) {
		return;
	}
	bool any_checked = false;
	bool any_unchecked = false;
	bool any_indeterminate = false;
	TreeItem *child_item = current->get_first_child();
	while (child_item) {
		if (!child_item->is_checked(p_column)) {
			any_unchecked = true;
			if (child_item->is_indeterminate(p_column)) {
				any_indeterminate = true;
				break;
			}
		} else {
			any_checked = true;
		}
		child_item = child_item->get_next();
	}
	if (any_indeterminate || (any_checked && any_unchecked)) {
		current->set_indeterminate(p_column, true);
	} else if (current->is_indeterminate(p_column) && !any_checked) {
		current->set_indeterminate(p_column, false);
	} else {
		current->set_checked(p_column, any_checked);
	}