### 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 (p_column == 0) {
				item_size.width += theme_cache.item_margin * depth;
			} else {
				item_size.width += theme_cache.h_separation;
			}
			
			min_width = MAX(min_width, item_size.width);
		}
	}
	return min_width;
}
int Tree::get_column_width(int p_column) const {
	ERR_FAIL_INDEX_V(p_column, columns.size(), -1);
	int column_width = get_column_minimum_width(p_column);
	if (columns[p_column].expand) {
		int expand_area = _get_content_rect().size.width;
		int expanding_total = 0;
		for (int i = 0; i < columns.size(); i++) {
			expand_area -= get_column_minimum_width(i);
			if (columns[i].expand) {
				expanding_total += columns[i].expand_ratio;
			}
		}
		if (expand_area >= expanding_total && expanding_total > 0) {
			column_width += expand_area * columns[p_column].expand_ratio / expanding_total;
		}
	}
	return column_width;
}
void Tree::propagate_set_columns(TreeItem *p_item) {