### 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 (tree->popup_edited_item == this) {
			tree->popup_edited_item = nullptr;
			tree->popup_pressing_edited_item = nullptr;
			tree->pressing_for_editor = false;
		}
		if (tree->cache.hover_item == this) {
			tree->cache.hover_item = nullptr;
		}
		if (tree->selected_item == this) {
			tree->selected_item = nullptr;
		}
		if (tree->drop_mode_over == this) {
			tree->drop_mode_over = nullptr;
		}
		if (tree->single_select_defer == this) {
			tree->single_select_defer = nullptr;
		}
		if (tree->edited_item == this) {
			tree->edited_item = nullptr;
			tree->pressing_for_editor = false;
		}
		tree->queue_redraw();
	}
	tree = p_tree;
	if (tree) {
		tree->queue_redraw();
		cells.resize(tree->columns.size());
	}
}
void TreeItem::set_cell_mode(int p_column, TreeCellMode p_mode) {