### 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
p_item->cells.resize(columns.size());
	TreeItem *c = p_item->get_first_child();
	while (c) {
		propagate_set_columns(c);
		c = c->next;
	}
}
void Tree::set_columns(int p_columns) {
	ERR_FAIL_COND(p_columns < 1);
	ERR_FAIL_COND(blocked > 0);
	columns.resize(p_columns);
	if (root) {
		propagate_set_columns(root);
	}
	if (selected_col >= p_columns) {
		selected_col = p_columns - 1;
	}
	queue_redraw();
}
int Tree::get_columns() const {
	return columns.size();
}
void Tree::_scroll_moved(float) {
	queue_redraw();
}
Rect2 Tree::get_custom_popup_rect() const {
	return custom_popup_rect;
}
int Tree::get_item_offset(TreeItem *p_item) const {