### 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
c.selected = false;
				}
			}
		} else if (select_mode == SELECT_SINGLE || select_mode == SELECT_MULTI) {
			if (!r_in_range && &selected_cell == &c) {
				if (!selected_cell.selected || allow_reselect) {
					selected_cell.selected = true;
					selected_item = p_selected;
					selected_col = i;
					emit_signal(SNAME("cell_selected"));
					if (select_mode == SELECT_MULTI) {
						emit_signal(SNAME("multi_selected"), p_current, i, true);
					} else if (select_mode == SELECT_SINGLE) {
						emit_signal(SNAME("item_selected"));
					}
				} else if (select_mode == SELECT_MULTI && (selected_item != p_selected || selected_col != i)) {
					selected_item = p_selected;
					selected_col = i;
					emit_signal(SNAME("cell_selected"));
				}
			} else {
				if (r_in_range && *r_in_range && !p_force_deselect) {
					if (!c.selected && c.selectable) {
						c.selected = true;
						emit_signal(SNAME("multi_selected"), p_current, i, true);
					}
				} else if (!r_in_range || p_force_deselect) {
					if (select_mode == SELECT_MULTI && c.selected) {
						emit_signal(SNAME("multi_selected"), p_current, i, false);
					}