### 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
v_scroll->set_value(drag_from + drag_accum);
			drag_speed = -mm->get_velocity().y;
		}
	}
	Ref<InputEventMouseButton> mb = p_event;
	if (mb.is_valid()) {
		bool rtl = is_layout_rtl();
		if (!mb->is_pressed()) {
			if (mb->get_button_index() == MouseButton::LEFT ||
					mb->get_button_index() == MouseButton::RIGHT) {
				Point2 pos = mb->get_position();
				if (rtl) {
					pos.x = get_size().width - pos.x;
				}
				pos -= theme_cache.panel_style->get_offset();
				if (show_column_titles) {
					pos.y -= _get_title_button_height();
					if (pos.y < 0) {
						pos.x += theme_cache.offset.x;
						int len = 0;
						for (int i = 0; i < columns.size(); i++) {
							len += get_column_width(i);
							if (pos.x < static_cast<real_t>(len)) {
								emit_signal(SNAME("column_title_clicked"), i, mb->get_button_index());
								break;
							}
						}
					}
				}
			}