### 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
CELL_MODE_STRING, 
		CELL_MODE_CHECK, 
		CELL_MODE_RANGE, 
		CELL_MODE_ICON, 
		CELL_MODE_CUSTOM, 
	};
private:
	friend class Tree;
	struct Cell {
		TreeCellMode mode = TreeItem::CELL_MODE_STRING;
		Ref<Texture2D> icon;
		Rect2i icon_region;
		String text;
		bool edit_multiline = false;
		String suffix;
		Ref<TextParagraph> text_buf;
		String language;
		TextServer::StructuredTextParser st_parser = TextServer::STRUCTURED_TEXT_DEFAULT;
		Array st_args;
		Control::TextDirection text_direction = Control::TEXT_DIRECTION_INHERITED;
		TextServer::AutowrapMode autowrap_mode = TextServer::AUTOWRAP_OFF;
		bool dirty = true;
		double min = 0.0;
		double max = 100.0;
		double step = 1.0;
		double val = 0.0;
		int icon_max_w = 0;
		bool expr = false;
		bool checked = false;