### 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 (_scroll(false, mb->get_factor() / 8)) {
					accept_event();
				}
			} break;
			case MouseButton::WHEEL_LEFT: {
				if (_scroll(true, -mb->get_factor() / 8)) {
					accept_event();
				}
			} break;
			case MouseButton::WHEEL_RIGHT: {
				if (_scroll(true, mb->get_factor() / 8)) {
					accept_event();
				}
			} break;
			default:
				break;
		}
	}
	Ref<InputEventPanGesture> pan_gesture = p_event;
	if (pan_gesture.is_valid()) {
		double prev_v = v_scroll->get_value();
		v_scroll->set_value(v_scroll->get_value() + v_scroll->get_page() * pan_gesture->get_delta().y / 8);
		double prev_h = h_scroll->get_value();
		if (is_layout_rtl()) {
			h_scroll->set_value(h_scroll->get_value() + h_scroll->get_page() * -pan_gesture->get_delta().x / 8);
		} else {
			h_scroll->set_value(h_scroll->get_value() + h_scroll->get_page() * pan_gesture->get_delta().x / 8);
		}
		if (v_scroll->get_value() != prev_v || h_scroll->get_value() != prev_h) {
			accept_event();