### 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
ERR_FAIL_INDEX_V(p_column, columns.size(), false);
	return columns[p_column].expand;
}
int Tree::get_column_expand_ratio(int p_column) const {
	ERR_FAIL_INDEX_V(p_column, columns.size(), 1);
	return columns[p_column].expand_ratio;
}
bool Tree::is_column_clipping_content(int p_column) const {
	ERR_FAIL_INDEX_V(p_column, columns.size(), false);
	return columns[p_column].clip_content;
}
TreeItem *Tree::get_selected() const {
	return selected_item;
}
void Tree::set_selected(TreeItem *p_item, int p_column) {
	ERR_FAIL_INDEX(p_column, columns.size());
	ERR_FAIL_NULL(p_item);
	select_single_item(p_item, get_root(), p_column);
}
int Tree::get_selected_column() const {
	return selected_col;
}
TreeItem *Tree::get_edited() const {
	return edited_item;
}
int Tree::get_edited_column() const {
	return edited_col;
}
TreeItem *Tree::get_next_selected(TreeItem *p_item) {