### 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
c.selected = false;
				}
				
			}
		}
	}
	if (!switched && r_in_range && *r_in_range && (p_current == p_selected || p_current == p_prev)) {
		*r_in_range = false;
	}
	TreeItem *c = p_current->first_child;
	while (c) {
		select_single_item(p_selected, c, p_col, p_prev, r_in_range, p_current->is_collapsed() || p_force_deselect);
		c = c->next;
	}
}
Rect2 Tree::search_item_rect(TreeItem *p_from, TreeItem *p_item) {
	return Rect2();
}
void Tree::_range_click_timeout() {
	if (range_item_last && !range_drag_enabled && Input::get_singleton()->is_mouse_button_pressed(MouseButton::LEFT)) {
		Point2 pos = get_local_mouse_position() - theme_cache.panel_style->get_offset();
		if (show_column_titles) {
			pos.y -= _get_title_button_height();
			if (pos.y < 0) {
				range_click_timer->stop();
				return;
			}
		}
		if (!root) {
			return;