### 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
item_rect.position.x = get_size().width - item_rect.position.x - item_rect.size.x;
			}
			Point2i text_pos = item_rect.position;
			text_pos.y += Math::floor(p_draw_ofs.y) - _get_title_button_height();
			int text_width = p_item->cells[i].text_buf->get_size().x;
			switch (p_item->cells[i].mode) {
				case TreeItem::CELL_MODE_STRING: {
					draw_item_rect(p_item->cells.write[i], item_rect, cell_color, icon_col, outline_size, font_outline_color);
				} break;
				case TreeItem::CELL_MODE_CHECK: {
					Ref<Texture2D> checked = theme_cache.checked;
					Ref<Texture2D> unchecked = theme_cache.unchecked;
					Ref<Texture2D> indeterminate = theme_cache.indeterminate;
					Point2i check_ofs = item_rect.position;
					check_ofs.y += Math::floor((real_t)(item_rect.size.y - checked->get_height()) / 2);
					if (p_item->cells[i].indeterminate) {
						indeterminate->draw(ci, check_ofs);
					} else if (p_item->cells[i].checked) {
						checked->draw(ci, check_ofs);
					} else {
						unchecked->draw(ci, check_ofs);
					}
					int check_w = checked->get_width() + theme_cache.h_separation;
					text_pos.x += check_w;
					item_rect.size.x -= check_w;
					item_rect.position.x += check_w;
					draw_item_rect(p_item->cells.write[i], item_rect, cell_color, icon_col, outline_size, font_outline_color);
				} break;
				case TreeItem::CELL_MODE_RANGE: {
					if (!p_item->cells[i].text.is_empty()) {