### 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_item->is_visible()) {
		return 0;
	}
	int height = compute_item_height(p_item);
	height += theme_cache.v_separation;
	if (!p_item->collapsed) { 
		TreeItem *c = p_item->first_child;
		while (c) {
			height += get_item_height(c);
			c = c->next;
		}
	}
	return height;
}
void Tree::draw_item_rect(TreeItem::Cell &p_cell, const Rect2i &p_rect, const Color &p_color, const Color &p_icon_color, int p_ol_size, const Color &p_ol_color) {