### 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
}
	}
}
bool Tree::edit_selected(bool p_force_edit) {
	TreeItem *s = get_selected();
	ERR_FAIL_NULL_V_MSG(s, false, "No item selected.");
	ensure_cursor_is_visible();
	int col = get_selected_column();
	ERR_FAIL_INDEX_V_MSG(col, columns.size(), false, "No item column selected.");
	if (!s->cells[col].editable && !p_force_edit) {
		return false;
	}
	Rect2 rect = s->get_meta("__focus_rect");
	popup_edited_item = s;
	popup_edited_item_col = col;
	const TreeItem::Cell &c = s->cells[col];
	if (c.mode == TreeItem::CELL_MODE_CHECK) {
		s->set_checked(col, !c.checked);
		item_edited(col, s);
		return true;
	} else if (c.mode == TreeItem::CELL_MODE_CUSTOM) {
		edited_item = s;
		edited_col = col;
		custom_popup_rect = Rect2i(get_global_position() + rect.position, rect.size);
		emit_signal(SNAME("custom_popup_edited"), false);
		item_edited(col, s);
		return true;
	} else if (c.mode == TreeItem::CELL_MODE_RANGE && !c.text.is_empty()) {
		popup_menu->clear();
		for (int i = 0; i < c.text.get_slice_count(","); i++) {