### 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
ERR_FAIL_COND(p_event.is_null());
	Ref<InputEventKey> k = p_event;
	bool is_command = k.is_valid() && k->is_command_or_control_pressed();
	if (p_event->is_action("ui_right", true) && p_event->is_pressed()) {
		if (!cursor_can_exit_tree) {
			accept_event();
		}
		if (!selected_item || select_mode == SELECT_ROW || selected_col > (columns.size() - 1)) {
			return;
		}
		if (k.is_valid() && k->is_alt_pressed()) {
			selected_item->set_collapsed(false);
			TreeItem *next = selected_item->get_first_child();
			while (next && next != selected_item->next) {
				next->set_collapsed(false);
				next = next->get_next_visible();
			}
		} else {
			_go_right();
		}
	} else if (p_event->is_action("ui_left", true) && p_event->is_pressed()) {
		if (!cursor_can_exit_tree) {
			accept_event();
		}
		if (!selected_item || select_mode == SELECT_ROW || selected_col < 0) {
			return;
		}
		if (k.is_valid() && k->is_alt_pressed()) {
			selected_item->set_collapsed(true);