### Godot version

v4.2.dev1.official [0c2144da9]

### System information

Godot v4.2.dev1 - Windows 10.0.19044 - GLES3 (Compatibility) - AMD Radeon(TM) Vega 8 Graphics (Advanced Micro Devices, Inc.; 31.0.14051.5006) - AMD Ryzen 5 2500U with Radeon Vega Mobile Gfx (8 Threads)

### Issue description
**Edit: Bug introduced between 4.1.dev2 and 4.1.dev3. In dev2, the scrollbars can be dragged very smoothly, and even if the scrollbars are at the bottom, there is no performance loss.**

When there are too many warnings in the debugger and render mode is GLES3 (Compatibility).
The lag situation of the editor is positively correlated with the position of the scroll bar. The closer the scroll bar is to the bottom, the more lagging the editor becomes.
Although the English version may be a bit lag, the situation is much better, but the Chinese version will be very poor.
In forward+ mode, both Chinese and English perform similarly, with slight performance impact.

Chinese:

https://github.com/godotengine/godot/assets/45038185/2449fedb-113e-45b6-ba6a-0fbd3652175d

English:

https://github.com/godotengine/godot/assets/45038185/ff3448e5-d08e-4077-93ac-32e180a8cf3b




### Steps to reproduce

1. Run Project.
2. Waiting for warnings of around 1000.
3. When the scroll bar in the error panel of the debugger is at the top, test the editor.
4. Test the editor when the scroll bar is at the bottom.
5. Try Chinese language mode.
6. Try foward+ and GLES3 (Compatibility).

When switching languages, you may need to use arrow keys because of other bugs.

### Minimal reproduction project

[WarningLag.zip](https://github.com/godotengine/godot/files/12174463/WarningLag.zip)

private:
	
	void _propagate_check_through_children(int p_column, bool p_checked, bool p_emit_signal);
	void _propagate_check_through_parents(int p_column, bool p_emit_signal);
	TreeItem *_get_prev_in_tree(bool p_wrap = false, bool p_include_invisible = false);
	TreeItem *_get_next_in_tree(bool p_wrap = false, bool p_include_invisible = false);
public:
	void set_text(int p_column, String p_text);
	String get_text(int p_column) const;
	void set_text_direction(int p_column, Control::TextDirection p_text_direction);
	Control::TextDirection get_text_direction(int p_column) const;
	void set_autowrap_mode(int p_column, TextServer::AutowrapMode p_mode);
	TextServer::AutowrapMode get_autowrap_mode(int p_column) const;
	void set_structured_text_bidi_override(int p_column, TextServer::StructuredTextParser p_parser);
	TextServer::StructuredTextParser get_structured_text_bidi_override(int p_column) const;
	void set_structured_text_bidi_override_options(int p_column, Array p_args);
	Array get_structured_text_bidi_override_options(int p_column) const;
	void set_language(int p_column, const String &p_language);
	String get_language(int p_column) const;
	void set_suffix(int p_column, String p_suffix);
	String get_suffix(int p_column) const;
	void set_icon(int p_column, const Ref<Texture2D> &p_icon);
	Ref<Texture2D> get_icon(int p_column) const;
	void set_icon_region(int p_column, const Rect2 &p_icon_region);
	Rect2 get_icon_region(int p_column) const;
	void set_icon_modulate(int p_column, const Color &p_modulate);
	Color get_icon_modulate(int p_column) const;
	void set_icon_max_width(int p_column, int p_max);
	int get_icon_max_width(int p_column) const;
	void add_button(int p_column, const Ref<Texture2D> &p_button, int p_id = -1, bool p_disabled = false, const String &p_tooltip = "");