### 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
float drag_accum = 0.0;
	Vector2 last_speed;
	bool drag_touching = false;
	bool drag_touching_deaccel = false;
	bool click_handled = false;
	bool allow_rmb_select = false;
	bool scrolling = false;
	bool allow_reselect = false;
	bool allow_search = true;
	bool force_edit_checkbox_only_on_checkbox = false;
	bool hide_folding = false;
	bool enable_recursive_folding = true;
	int _count_selected_items(TreeItem *p_from) const;
	bool _is_branch_selected(TreeItem *p_from) const;
	bool _is_sibling_branch_selected(TreeItem *p_from) const;
	void _go_left();
	void _go_right();
	void _go_down();
	void _go_up();
	bool _scroll(bool p_horizontal, float p_pages);
	Rect2 _get_scrollbar_layout_rect() const;
	Rect2 _get_content_rect() const; 
protected:
	virtual void _update_theme_item_cache() override;
	static void _bind_methods();
public:
	virtual void gui_input(const Ref<InputEvent> &p_event) override;
	virtual String get_tooltip(const Point2 &p_pos) const override;
	TreeItem *get_item_at_position(const Point2 &p_pos) const;
	int get_column_at_position(const Point2 &p_pos) const;