### 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 (!parent || parent->children_cache.is_empty()) {
		return;
	}
	TreeItem *scan = parent->first_child;
	int index = 0;
	while (scan) {
		DEV_ASSERT(parent->children_cache[index] == scan);
		++index;
		scan = scan->get_next();
	}
	DEV_ASSERT(index == parent->children_cache.size());
}
#endif
void TreeItem::move_before(TreeItem *p_item) {
	ERR_FAIL_NULL(p_item);
	ERR_FAIL_COND(is_root);
	ERR_FAIL_NULL(p_item->parent);
	if (p_item == this) {
		return;
	}
	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;