### 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
text_buf.instantiate();
		}
	};
	bool show_column_titles = false;
	VBoxContainer *popup_editor_vb = nullptr;
	Popup *popup_editor = nullptr;
	LineEdit *line_editor = nullptr;
	TextEdit *text_editor = nullptr;
	HSlider *value_editor = nullptr;
	bool updating_value_editor = false;
	uint64_t focus_in_id = 0;
	PopupMenu *popup_menu = nullptr;
	Vector<ColumnInfo> columns;
	Timer *range_click_timer = nullptr;
	TreeItem *range_item_last = nullptr;
	bool range_up_last = false;
	void _range_click_timeout();
	int compute_item_height(TreeItem *p_item) const;
	int get_item_height(TreeItem *p_item) const;
	void _update_all();
	void update_column(int p_col);
	void update_item_cell(TreeItem *p_item, int p_col);
	void update_item_cache(TreeItem *p_item);
	
	void draw_item_rect(TreeItem::Cell &p_cell, const Rect2i &p_rect, const Color &p_color, const Color &p_icon_color, int p_ol_size, const Color &p_ol_color);