### 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 (mb->get_button_index() == MouseButton::LEFT) {
				if (single_select_defer) {
					select_single_item(single_select_defer, root, single_select_defer_column);
					single_select_defer = nullptr;
				}
				range_click_timer->stop();
				if (pressing_for_editor) {
					if (range_drag_enabled) {
						range_drag_enabled = false;
						Input::get_singleton()->set_mouse_mode(Input::MOUSE_MODE_VISIBLE);
						warp_mouse(range_drag_capture_pos);
					} else {
						Rect2 rect = get_selected()->get_meta("__focus_rect");
						Point2 mpos = mb->get_position();
						int icon_size_x = 0;
						Ref<Texture2D> icon = get_selected()->get_icon(selected_col);
						if (icon.is_valid()) {
							Rect2i icon_region = get_selected()->get_icon_region(selected_col);
							if (icon_region == Rect2i()) {
								icon_size_x = icon->get_width();
							} else {
								icon_size_x = icon_region.size.width;
							}
						}
						
						if (rtl) {
							mpos.x = get_size().width - (mpos.x + icon_size_x);
						} else {
							mpos.x -= icon_size_x;
						}