### 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
TreeItem *ti = memnew(TreeItem(tree));
	if (tree) {
		ti->cells.resize(tree->columns.size());
		tree->queue_redraw();
	}
	TreeItem *item_prev = nullptr;
	TreeItem *item_next = first_child;
	int idx = 0;
	while (item_next) {
		if (idx == p_index) {
			item_next->prev = ti;
			ti->next = item_next;
			break;
		}
		item_prev = item_next;
		item_next = item_next->next;
		idx++;
	}
	if (item_prev) {
		item_prev->next = ti;
		ti->prev = item_prev;
		if (!children_cache.is_empty()) {
			if (ti->next) {
				children_cache.insert(p_index, ti);
			} else {
				children_cache.append(ti);
			}
		}
	} else {