### 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
Rect2 rect = popup_edited_item->get_meta("__focus_rect");
				popup_editor->set_position(get_global_position() + rect.position);
				popup_editor->set_size(rect.size);
				popup_editor->child_controls_changed();
			}
		} break;
	}
}
void Tree::_update_all() {
	for (int i = 0; i < columns.size(); i++) {
		update_column(i);
	}
	if (root) {
		update_item_cache(root);
	}
}
Size2 Tree::get_minimum_size() const {
	if (h_scroll_enabled && v_scroll_enabled) {
		return Size2();
	} else {
		Vector2 min_size = get_internal_min_size();
		Ref<StyleBox> bg = theme_cache.panel_style;
		if (bg.is_valid()) {
			min_size.x += bg->get_margin(SIDE_LEFT) + bg->get_margin(SIDE_RIGHT);
			min_size.y += bg->get_margin(SIDE_TOP) + bg->get_margin(SIDE_BOTTOM);
		}
		return Vector2(h_scroll_enabled ? 0 : min_size.x, v_scroll_enabled ? 0 : min_size.y);
	}
}
TreeItem *Tree::create_item(TreeItem *p_parent, int p_index) {