### 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
for (TreeItem *current = root; current; current = current->get_next_visible()) {
		for (int i = 0; i < columns.size(); i++) {
			if (current->get_text(i) == p_find) {
				return current;
			}
		}
	}
	return nullptr;
}
TreeItem *Tree::get_item_with_metadata(const Variant &p_find, int p_column) const {
	if (p_column < 0) {
		for (TreeItem *current = root; current; current = current->get_next_in_tree()) {
			for (int i = 0; i < columns.size(); i++) {
				if (current->get_metadata(i) == p_find) {
					return current;
				}
			}
		}
		return nullptr;
	}
	for (TreeItem *current = root; current; current = current->get_next_in_tree()) {
		if (current->get_metadata(p_column) == p_find) {
			return current;
		}
	}
	return nullptr;
}
void Tree::_do_incr_search(const String &p_add) {