### 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 *from = p_at;
	TreeItem *loop = nullptr; 
	while (p_at) {
		for (int i = 0; i < columns.size(); i++) {
			if (p_at->get_text(i).findn(p_find) == 0 && (!p_selectable || p_at->is_selectable(i))) {
				if (r_col) {
					*r_col = i;
				}
				return p_at;
			}
		}
		if (p_backwards) {
			p_at = p_at->get_prev_visible(true);
		} else {
			p_at = p_at->get_next_visible(true);
		}
		if ((p_at) == from) {
			break;
		}
		if (!loop) {
			loop = p_at;
		} else if (loop == p_at) {
			break;
		}
	}
	return nullptr;
}
TreeItem *Tree::search_item_text(const String &p_find, int *r_col, bool p_selectable) {