### 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
Size2 size = b->get_size() + theme_cache.button_pressed->get_minimum_size();
				ofst.x -= size.x;
				if (j == p_button) {
					return Rect2(ofst, size);
				}
			}
		}
	}
	return r;
}
void Tree::set_column_titles_visible(bool p_show) {
	if (show_column_titles == p_show) {
		return;
	}
	show_column_titles = p_show;
	queue_redraw();
}
bool Tree::are_column_titles_visible() const {
	return show_column_titles;
}
void Tree::set_column_title(int p_column, const String &p_title) {
	ERR_FAIL_INDEX(p_column, columns.size());
	if (columns[p_column].title == p_title) {
		return;
	}
	columns.write[p_column].title = p_title;
	update_column(p_column);
	queue_redraw();
}
String Tree::get_column_title(int p_column) const {