### 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
const int cell_h = compute_item_height(selected_item) + theme_cache.v_separation;
		int screen_h = area_size.height - tbh;
		if (cell_h > screen_h) { 
			v_scroll->set_value(y_offset);
		} else if (y_offset + cell_h > v_scroll->get_value() + screen_h) {
			v_scroll->call_deferred(SNAME("set_value"), y_offset - screen_h + cell_h);
		} else if (y_offset < v_scroll->get_value()) {
			v_scroll->set_value(y_offset);
		}
	}
	if (select_mode != SELECT_ROW) { 
		int x_offset = 0;
		for (int i = 0; i < selected_col; i++) {
			x_offset += get_column_width(i);
		}
		const int cell_w = get_column_width(selected_col);
		const int screen_w = area_size.width;
		if (cell_w > screen_w) {
			h_scroll->set_value(x_offset);
		} else if (x_offset + cell_w > h_scroll->get_value() + screen_w) {
			h_scroll->call_deferred(SNAME("set_value"), x_offset - screen_w + cell_w);
		} else if (x_offset < h_scroll->get_value()) {
			h_scroll->set_value(x_offset);
		}
	}
}
int Tree::get_pressed_button() const {
	return pressed_button;
}
Rect2 Tree::get_item_rect(TreeItem *p_item, int p_column, int p_button) const {