### 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
popup_editor->hide();
	TreeItem::Cell &selected_cell = p_selected->cells.write[p_col];
	bool switched = false;
	if (r_in_range && !*r_in_range && (p_current == p_selected || p_current == p_prev)) {
		*r_in_range = true;
		switched = true;
	}
	bool emitted_row = false;
	for (int i = 0; i < columns.size(); i++) {
		TreeItem::Cell &c = p_current->cells.write[i];
		if (!c.selectable) {
			continue;
		}
		if (select_mode == SELECT_ROW) {
			if (p_selected == p_current && (!c.selected || allow_reselect)) {
				c.selected = true;
				selected_item = p_selected;
				selected_col = 0;
				if (!emitted_row) {
					emit_signal(SNAME("item_selected"));
					emitted_row = true;
				}
			} else if (c.selected) {
				if (p_selected != p_current) {