### 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
if (p_item->cells[i].expand_right) {
				int plus = 1;
				while (i + plus < columns.size() && !p_item->cells[i + plus].editable && p_item->cells[i + plus].mode == TreeItem::CELL_MODE_STRING && p_item->cells[i + plus].text.is_empty() && p_item->cells[i + plus].icon.is_null()) {
					col_width += theme_cache.h_separation;
					col_width += get_column_width(i + plus);
					plus++;
				}
			}
			if (x > col_width) {
				col_ofs += col_width;
				x -= col_width;
				limit_w -= col_width;
				continue;
			}
			col = i;
			break;
		}
		if (col == -1) {
			return -1;
		} else if (col == 0) {
			int margin = x_ofs + theme_cache.item_margin; 
			
			col_width -= margin;
			limit_w -= margin;
			col_ofs += margin;
			x -= margin;
		} else {
			col_width -= theme_cache.h_separation;
			limit_w -= theme_cache.h_separation;
			x -= theme_cache.h_separation;