### 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(p_column, cells.size());
	ERR_FAIL_INDEX(p_index, cells[p_column].buttons.size());
	if (cells[p_column].buttons[p_index].disabled == p_disabled) {
		return;
	}
	cells.write[p_column].buttons.write[p_index].disabled = p_disabled;
	cells.write[p_column].cached_minimum_size_dirty = true;
	_changed_notify(p_column);
}
bool TreeItem::is_button_disabled(int p_column, int p_index) const {
	ERR_FAIL_INDEX_V(p_column, cells.size(), false);
	ERR_FAIL_INDEX_V(p_index, cells[p_column].buttons.size(), false);
	return cells[p_column].buttons[p_index].disabled;
}
void TreeItem::set_editable(int p_column, bool p_editable) {
	ERR_FAIL_INDEX(p_column, cells.size());
	if (cells[p_column].editable == p_editable) {
		return;
	}
	cells.write[p_column].editable = p_editable;
	cells.write[p_column].cached_minimum_size_dirty = true;
	_changed_notify(p_column);
}
bool TreeItem::is_editable(int p_column) {