### 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].editable) {
							break;
						}
						Ref<Texture2D> downarrow = theme_cache.select_arrow;
						int cell_width = item_rect.size.x - downarrow->get_width();
						if (rtl) {
							if (outline_size > 0 && font_outline_color.a > 0) {
								p_item->cells[i].text_buf->draw_outline(ci, text_pos + Vector2(cell_width - text_width, 0), outline_size, font_outline_color);
							}
							p_item->cells[i].text_buf->draw(ci, text_pos + Vector2(cell_width - text_width, 0), cell_color);
						} else {
							if (outline_size > 0 && font_outline_color.a > 0) {
								p_item->cells[i].text_buf->draw_outline(ci, text_pos, outline_size, font_outline_color);
							}
							p_item->cells[i].text_buf->draw(ci, text_pos, cell_color);
						}
						Point2i arrow_pos = item_rect.position;
						arrow_pos.x += item_rect.size.x - downarrow->get_width();
						arrow_pos.y += Math::floor(((item_rect.size.y - downarrow->get_height())) / 2.0);
						downarrow->draw(ci, arrow_pos);
					} else {
						Ref<Texture2D> updown = theme_cache.updown;
						int cell_width = item_rect.size.x - updown->get_width();
						if (rtl) {
							if (outline_size > 0 && font_outline_color.a > 0) {
								p_item->cells[i].text_buf->draw_outline(ci, text_pos + Vector2(cell_width - text_width, 0), outline_size, font_outline_color);
							}
							p_item->cells[i].text_buf->draw(ci, text_pos + Vector2(cell_width - text_width, 0), cell_color);
						} else {
							if (outline_size > 0 && font_outline_color.a > 0) {