### 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
return drop_mode_flags;
}
void Tree::set_edit_checkbox_cell_only_when_checkbox_is_pressed(bool p_enable) {
	force_edit_checkbox_only_on_checkbox = p_enable;
}
bool Tree::get_edit_checkbox_cell_only_when_checkbox_is_pressed() const {
	return force_edit_checkbox_only_on_checkbox;
}
void Tree::set_allow_rmb_select(bool p_allow) {
	allow_rmb_select = p_allow;
}
bool Tree::get_allow_rmb_select() const {
	return allow_rmb_select;
}
void Tree::set_allow_reselect(bool p_allow) {
	allow_reselect = p_allow;
}
bool Tree::get_allow_reselect() const {
	return allow_reselect;
}
void Tree::set_allow_search(bool p_allow) {