### 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
TreeItem *p = p_item->parent;
	while (p) {
		ERR_FAIL_COND_MSG(p == this, "Can't move to a descendant");
		p = p->parent;
	}
	Tree *old_tree = tree;
	_unlink_from_tree();
	_change_tree(p_item->tree);
	if (p_item->next) {
		p_item->next->prev = this;
	}
	parent = p_item->parent;
	prev = p_item;
	next = p_item->next;
	p_item->next = this;
	if (next) {
		parent->children_cache.clear();
	} else {
		
		
		if (!parent->children_cache.is_empty()) {
			parent->children_cache.append(this);
		}
	}
	if (tree && old_tree == tree) {
		tree->queue_redraw();
	}
	validate_cache();
}
void TreeItem::set_selectable(int p_column, bool p_selectable) {