### 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 && !p_item->is_visible()) {
		
		return 0;
	}
	int item_h = compute_item_height(p_item) + theme_cache.v_separation;
	bool skip = (p_item == root && hide_root);
	if (!skip && p_pos.y < item_h) {
		
		if (range_click_timer->get_time_left() > 0 && p_item != range_item_last) {
			return -1;
		}
		if (!p_item->disable_folding && !hide_folding && p_item->first_child && (p_pos.x >= x_ofs && p_pos.x < (x_ofs + theme_cache.item_margin))) {
			if (enable_recursive_folding && p_mod->is_shift_pressed()) {
				p_item->set_collapsed_recursive(!p_item->is_collapsed());
			} else {
				p_item->set_collapsed(!p_item->is_collapsed());
			}
			return -1;
		}
		int x = p_pos.x;
		
		int col = -1;
		int col_ofs = 0;
		int col_width = 0;
		int limit_w = x_limit;
		for (int i = 0; i < columns.size(); i++) {
			col_width = get_column_width(i);