### 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
columns.write[p_col].text_buf->clear();
	if (columns[p_col].text_direction == Control::TEXT_DIRECTION_INHERITED) {
		columns.write[p_col].text_buf->set_direction(is_layout_rtl() ? TextServer::DIRECTION_RTL : TextServer::DIRECTION_LTR);
	} else {
		columns.write[p_col].text_buf->set_direction((TextServer::Direction)columns[p_col].text_direction);
	}
	columns.write[p_col].text_buf->add_string(columns[p_col].title, theme_cache.font, theme_cache.font_size, columns[p_col].language);
}
void Tree::update_item_cell(TreeItem *p_item, int p_col) {
	String valtext;
	p_item->cells.write[p_col].text_buf->clear();
	if (p_item->cells[p_col].mode == TreeItem::CELL_MODE_RANGE) {
		if (!p_item->cells[p_col].text.is_empty()) {
			if (!p_item->cells[p_col].editable) {
				return;
			}