### 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 is_selectable(int p_column) const;
	bool is_selected(int p_column);
	void select(int p_column);
	void deselect(int p_column);
	void set_as_cursor(int p_column);
	void set_editable(int p_column, bool p_editable);
	bool is_editable(int p_column);
	void set_custom_color(int p_column, const Color &p_color);
	Color get_custom_color(int p_column) const;
	void clear_custom_color(int p_column);
	void set_custom_font(int p_column, const Ref<Font> &p_font);
	Ref<Font> get_custom_font(int p_column) const;
	void set_custom_font_size(int p_column, int p_font_size);
	int get_custom_font_size(int p_column) const;
	void set_custom_bg_color(int p_column, const Color &p_color, bool p_bg_outline = false);
	void clear_custom_bg_color(int p_column);
	Color get_custom_bg_color(int p_column) const;
	void set_custom_as_button(int p_column, bool p_button);
	bool is_custom_set_as_button(int p_column) const;
	void set_tooltip_text(int p_column, const String &p_tooltip);
	String get_tooltip_text(int p_column) const;
	void set_text_alignment(int p_column, HorizontalAlignment p_alignment);
	HorizontalAlignment get_text_alignment(int p_column) const;
	void set_expand_right(int p_column, bool p_enable);
	bool get_expand_right(int p_column) const;
	void set_disable_folding(bool p_disable);
	bool is_folding_disabled() const;
	Size2 get_minimum_size(int p_column);
	
	TreeItem *create_child(int p_index = -1);