### 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 (p_event->is_action_pressed("ui_text_newline_blank", true)) {
		accept_event();
	} else if (p_event->is_action_pressed("ui_text_newline")) {
		popup_editor->hide();
		_apply_multiline_edit();
		accept_event();
	}
}
void Tree::_apply_multiline_edit() {
	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 = text_editor->get_text();
		} break;
		default: {
			ERR_FAIL();
		}
	}
	item_edited(popup_edited_item_col, popup_edited_item);
	queue_redraw();
}
void Tree::_line_editor_submit(String p_text) {