### 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
cursor_can_exit_tree = p_enable;
}
void Tree::set_hide_folding(bool p_hide) {
	if (hide_folding == p_hide) {
		return;
	}
	hide_folding = p_hide;
	queue_redraw();
}
bool Tree::is_folding_hidden() const {
	return hide_folding;
}
void Tree::set_enable_recursive_folding(bool p_enable) {
	enable_recursive_folding = p_enable;
}
bool Tree::is_recursive_folding_enabled() const {
	return enable_recursive_folding;
}
void Tree::set_drop_mode_flags(int p_flags) {
	if (drop_mode_flags == p_flags) {
		return;
	}
	drop_mode_flags = p_flags;
	if (drop_mode_flags == 0) {
		drop_mode_over = nullptr;
	}
	queue_redraw();
}
int Tree::get_drop_mode_flags() const {