### 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
Ref<StyleBox> custom_button;
		Ref<StyleBox> custom_button_hover;
		Ref<StyleBox> custom_button_pressed;
		Color title_button_color;
		Ref<Texture2D> checked;
		Ref<Texture2D> unchecked;
		Ref<Texture2D> indeterminate;
		Ref<Texture2D> arrow;
		Ref<Texture2D> arrow_collapsed;
		Ref<Texture2D> arrow_collapsed_mirrored;
		Ref<Texture2D> select_arrow;
		Ref<Texture2D> updown;
		Color font_color;
		Color font_selected_color;
		Color guide_color;
		Color drop_position_color;
		Color relationship_line_color;
		Color parent_hl_line_color;
		Color children_hl_line_color;
		Color custom_button_font_highlight;
		Color font_outline_color;
		float base_scale = 1.0;
		int font_outline_size = 0;
		int h_separation = 0;
		int v_separation = 0;
		int inner_item_margin_bottom = 0;
		int inner_item_margin_left = 0;
		int inner_item_margin_right = 0;
		int inner_item_margin_top = 0;
		int item_margin = 0;