### 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
popup_editor->hide();
	if (!popup_edited_item) {
		return;
	}
	if (popup_edited_item_col < 0 || popup_edited_item_col > columns.size()) {
		return;
	}
	TreeItem::Cell &c = popup_edited_item->cells.write[popup_edited_item_col];
	switch (c.mode) {
		case TreeItem::CELL_MODE_STRING: {
			c.text = p_text;
			
		} break;
		case TreeItem::CELL_MODE_RANGE: {
			c.val = p_text.to_float();
			if (c.step > 0) {
				c.val = Math::snapped(c.val, c.step);
			}
			if (c.val < c.min) {
				c.val = c.min;
			} else if (c.val > c.max) {
				c.val = c.max;
			}
			
		} break;
		default: {
			ERR_FAIL();
		}