### 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 = _find_item_at_pos(root, pos, col, h, section);
		if (it) {
			const TreeItem::Cell &c = it->cells[col];
			int col_width = get_column_width(col);
			for (int i = 0; i < col; i++) {
				pos.x -= get_column_width(i);
			}
			for (int j = c.buttons.size() - 1; j >= 0; j--) {
				Ref<Texture2D> b = c.buttons[j].texture;
				Size2 size = b->get_size() + theme_cache.button_pressed->get_minimum_size();
				if (pos.x > col_width - size.width) {
					String tooltip = c.buttons[j].tooltip;
					if (!tooltip.is_empty()) {
						return tooltip;
					}
				}
				col_width -= size.width;
			}
			String ret;
			if (it->get_tooltip_text(col) == "") {
				ret = it->get_text(col);
			} else {
				ret = it->get_tooltip_text(col);
			}
			return ret;
		}
	}
	return Control::get_tooltip(p_pos);
}
void Tree::set_cursor_can_exit_tree(bool p_enable) {