### 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
if (collapsed == p_collapsed || !tree) {
		return;
	}
	collapsed = p_collapsed;
	TreeItem *ci = tree->selected_item;
	if (ci) {
		while (ci && ci != this) {
			ci = ci->parent;
		}
		if (ci) { 
			if (tree->select_mode == Tree::SELECT_MULTI) {
				tree->selected_item = this;
				emit_signal(SNAME("cell_selected"));
			} else {
				select(tree->selected_col);
			}
			tree->queue_redraw();
		}
	}
	_changed_notify();
	tree->emit_signal(SNAME("item_collapsed"), this);
}
bool TreeItem::is_collapsed() {
	return collapsed;
}
void TreeItem::set_collapsed_recursive(bool p_collapsed) {