### 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
switch (p_what) {
		case NOTIFICATION_FOCUS_ENTER: {
			if (get_viewport()) {
				focus_in_id = get_viewport()->get_processed_events_count();
			}
		} break;
		case NOTIFICATION_MOUSE_EXIT: {
			if (cache.hover_type != Cache::CLICK_NONE) {
				cache.hover_type = Cache::CLICK_NONE;
				queue_redraw();
			}
		} break;
		case NOTIFICATION_VISIBILITY_CHANGED: {
			drag_touching = false;
		} break;
		case NOTIFICATION_DRAG_END: {
			drop_mode_flags = 0;
			scrolling = false;
			set_physics_process_internal(false);
			queue_redraw();
		} break;
		case NOTIFICATION_DRAG_BEGIN: {
			single_select_defer = nullptr;
			if (theme_cache.scroll_speed > 0) {
				scrolling = true;
				set_physics_process_internal(true);
			}