### 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 (drop_mode_section == 0) {
						
						RenderingServer::get_singleton()->canvas_item_add_rect(ci, Rect2(r.position.x, r.position.y, 1, r.size.y), theme_cache.drop_position_color);
						RenderingServer::get_singleton()->canvas_item_add_rect(ci, Rect2(r.position.x + r.size.x - 1, r.position.y, 1, r.size.y), theme_cache.drop_position_color);
					}
					if (drop_mode_section == 0 || (drop_mode_section == 1 && (!p_item->get_first_child() || p_item->is_collapsed()))) {
						
						RenderingServer::get_singleton()->canvas_item_add_rect(ci, Rect2(r.position.x, r.position.y + r.size.y, r.size.x, 1), theme_cache.drop_position_color);
					}
				} else if (drop_mode_over == p_item->get_parent()) {
					if (drop_mode_section == 1 && !p_item->get_prev() ) { 
						
						RenderingServer::get_singleton()->canvas_item_add_rect(ci, Rect2(r.position.x, r.position.y, r.size.x, 1), theme_cache.drop_position_color);
					}
				}
			}
			Color cell_color;
			if (p_item->cells[i].custom_color) {
				cell_color = p_item->cells[i].color;
			} else {
				cell_color = p_item->cells[i].selected ? theme_cache.font_selected_color : theme_cache.font_color;
			}
			Color font_outline_color = theme_cache.font_outline_color;
			int outline_size = theme_cache.font_outline_size;
			Color icon_col = p_item->cells[i].icon_color;
			if (p_item->cells[i].dirty) {
				const_cast<Tree *>(this)->update_item_cell(p_item, i);
			}
			if (rtl) {