### Godot version

4.2 6da4ad1

### System information

Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1060 (NVIDIA; 30.0.15.1403) - Intel(R) Core(TM) i7-7700HQ CPU @ 2.80GHz (8 Threads)

### Issue description

![image](https://github.com/godotengine/godot/assets/2223172/d65ab202-93dd-4d83-bcef-c2b34bfa23f3)

In 4.2 dev3:
![image](https://github.com/godotengine/godot/assets/2223172/8621ec24-65d4-490d-bfc1-7e6e8aa3606a)


### Steps to reproduce

1. Create a scene with some children
2. Instantiate it in another scene
3. Enable editable children

### Minimal reproduction project

N/A
void _test_update_tree();
	bool _update_filter(TreeItem *p_parent = nullptr, bool p_scroll_to_selected = false);
	bool _item_matches_all_terms(TreeItem *p_item, PackedStringArray p_terms);
	void _tree_changed();
	void _tree_process_mode_changed();
	void _node_removed(Node *p_node);
	void _node_renamed(Node *p_node);
	TreeItem *_find(TreeItem *p_node, const NodePath &p_path);
	void _notification(int p_what);
	void _selected_changed();
	void _deselect_items();
	void _rename_node(Node *p_node, const String &p_name);
	void _cell_collapsed(Object *p_obj);
	uint64_t last_hash;
	bool can_rename;
	bool can_open_instance;
	bool updating_tree = false;
	bool show_enabled_subscene = false;
	bool is_scene_tree_dock = false;
	void _renamed();
	HashSet<Node *> marked;
	bool marked_selectable = false;
	bool marked_children_selectable = false;
	bool display_foreign = false;
	bool tree_dirty = true;
	bool pending_test_update = false;
	static void _bind_methods();
	void _cell_button_pressed(Object *p_item, int p_column, int p_id, MouseButton p_button);
	void _toggle_visible(Node *p_node);
	void _cell_multi_selected(Object *p_object, int p_cell, bool p_selected);