### 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
Point2 pos = p_pos;
	if ((root != p_item || !hide_root) && p_item->is_visible()) {
		h = compute_item_height(p_item) + theme_cache.v_separation;
		if (pos.y < h) {
			if (drop_mode_flags == DROP_MODE_ON_ITEM) {
				section = 0;
			} else if (drop_mode_flags == DROP_MODE_INBETWEEN) {
				section = pos.y < h / 2 ? -1 : 1;
			} else if (pos.y < h / 4) {
				section = -1;
			} else if (pos.y >= (h * 3 / 4)) {
				section = 1;
			} else {
				section = 0;
			}
			for (int i = 0; i < columns.size(); i++) {
				int w = get_column_width(i);