### 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
next = _n;
			} else {
				break;
			}
		}
		if (next == selected_item) {
			return;
		}
		if (select_mode == SELECT_MULTI) {
			selected_item = next;
			emit_signal(SNAME("cell_selected"));
			queue_redraw();
		} else {
			while (next && !next->cells[selected_col].selectable) {
				next = next->get_next_visible();
			}
			if (!next) {
				return; 
			}
			next->select(selected_col);
		}
		ensure_cursor_is_visible();
	} else if (p_event->is_action("ui_page_up", true) && p_event->is_pressed()) {
		if (!cursor_can_exit_tree) {
			accept_event();
		}
		TreeItem *prev = nullptr;
		if (!selected_item) {
			return;
		}