### 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
skip2--;
				continue;
			}
			int item_width = get_column_width(i);
			if (i == 0) {
				item_width -= ofs;
				if (item_width <= 0) {
					ofs = get_column_width(0);
					continue;
				}
			} else {
				ofs += theme_cache.h_separation;
				item_width -= theme_cache.h_separation;
			}
			if (p_item->cells[i].expand_right) {
				int plus = 1;
				while (i + plus < columns.size() && !p_item->cells[i + plus].editable && p_item->cells[i + plus].mode == TreeItem::CELL_MODE_STRING && p_item->cells[i + plus].text.is_empty() && p_item->cells[i + plus].icon.is_null()) {
					item_width += get_column_width(i + plus);
					plus++;
					skip2++;
				}
			}
			if (!rtl && p_item->cells[i].buttons.size()) {
				int buttons_width = 0;
				for (int j = p_item->cells[i].buttons.size() - 1; j >= 0; j--) {
					Ref<Texture2D> button_texture = p_item->cells[i].buttons[j].texture;
					buttons_width += button_texture->get_size().width + theme_cache.button_pressed->get_minimum_size().width + theme_cache.button_margin;
				}
				int total_ofs = ofs - theme_cache.offset.x;
				if (total_ofs + item_width > p_draw_size.width) {