### 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 (pos.x < w) {
					r_column = i;
					return p_item;
				}
				pos.x -= w;
			}
			return nullptr;
		} else {
			pos.y -= h;
		}
	} else {
		h = 0;
	}
	if (p_item->is_collapsed() || !p_item->is_visible()) {
		return nullptr; 
	}
	TreeItem *n = p_item->get_first_child();
	while (n) {
		int ch;
		TreeItem *r = _find_item_at_pos(n, pos, r_column, ch, section);
		pos.y -= ch;
		h += ch;
		if (r) {
			return r;
		}
		n = n->get_next();
	}
	return nullptr;
}
int Tree::get_column_at_position(const Point2 &p_pos) const {