### 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
if (hide_root && !root->get_next_visible()) {
			return;
		}
		if (k->get_unicode() > 0) {
			_do_incr_search(String::chr(k->get_unicode()));
			accept_event();
			return;
		} else {
			if (k->get_keycode() != Key::SHIFT) {
				last_keypress = 0;
			}
		}
	}
	Ref<InputEventMouseMotion> mm = p_event;
	if (mm.is_valid()) {
		Ref<StyleBox> bg = theme_cache.panel_style;
		bool rtl = is_layout_rtl();
		Point2 pos = mm->get_position();
		if (rtl) {
			pos.x = get_size().width - pos.x;
		}
		pos -= theme_cache.panel_style->get_offset();
		Cache::ClickType old_hover = cache.hover_type;
		int old_index = cache.hover_index;
		cache.hover_type = Cache::CLICK_NONE;
		cache.hover_index = 0;
		if (show_column_titles) {
			pos.y -= _get_title_button_height();
			if (pos.y < 0) {
				pos.x += theme_cache.offset.x;