### 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 (int i = 0; i < col; i++) {
				pos.x -= get_column_width(i);
			}
			for (int j = c.buttons.size() - 1; j >= 0; j--) {
				Ref<Texture2D> b = c.buttons[j].texture;
				Size2 size = b->get_size() + theme_cache.button_pressed->get_minimum_size();
				if (pos.x > col_width - size.width) {
					return c.buttons[j].id;
				}
				col_width -= size.width;
			}
		}
	}
	return -1;
}
String Tree::get_tooltip(const Point2 &p_pos) const {
	if (root) {
		Point2 pos = p_pos;
		pos -= theme_cache.panel_style->get_offset();
		pos.y -= _get_title_button_height();
		if (pos.y < 0) {
			return Control::get_tooltip(p_pos);
		}
		if (h_scroll->is_visible_in_tree()) {
			pos.x += h_scroll->get_value();
		}
		if (v_scroll->is_visible_in_tree()) {
			pos.y += v_scroll->get_value();
		}
		int col, h, section;