### 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 ((p_item == root && hide_root) || !p_item->is_visible()) {
		return 0;
	}
	ERR_FAIL_COND_V(theme_cache.font.is_null(), 0);
	int height = 0;
	for (int i = 0; i < columns.size(); i++) {
		if (p_item->cells[i].dirty) {
			const_cast<Tree *>(this)->update_item_cell(p_item, i);
		}
		height = MAX(height, p_item->cells[i].text_buf->get_size().y);
		for (int j = 0; j < p_item->cells[i].buttons.size(); j++) {
			Size2i s; 
			s += p_item->cells[i].buttons[j].texture->get_size();
			if (s.height > height) {
				height = s.height;
			}
		}
		switch (p_item->cells[i].mode) {
			case TreeItem::CELL_MODE_CHECK: {
				int check_icon_h = theme_cache.checked->get_height();
				if (height < check_icon_h) {