### 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
rect.position.x += MAX(0, (rect.size.width - w));
			}
			break;
	}
	RID ci = get_canvas_item();
	if (rtl && rect.size.width > 0) {
		Point2 draw_pos = rect.position;
		draw_pos.y += Math::floor((rect.size.y - p_cell.text_buf->get_size().y) * 0.5);
		if (p_ol_size > 0 && p_ol_color.a > 0) {
			p_cell.text_buf->draw_outline(ci, draw_pos, p_ol_size, p_ol_color);
		}
		p_cell.text_buf->draw(ci, draw_pos, p_color);
		rect.position.x += ts.width + theme_cache.h_separation;
		rect.size.x -= ts.width + theme_cache.h_separation;
	}
	if (!p_cell.icon.is_null()) {
		p_cell.draw_icon(ci, rect.position + Size2i(0, Math::floor((real_t)(rect.size.y - bmsize.y) / 2)), bmsize, p_icon_color);
		rect.position.x += bmsize.x + theme_cache.h_separation;
		rect.size.x -= bmsize.x + theme_cache.h_separation;
	}
	if (!rtl && rect.size.width > 0) {
		Point2 draw_pos = rect.position;
		draw_pos.y += Math::floor((rect.size.y - p_cell.text_buf->get_size().y) * 0.5);
		if (p_ol_size > 0 && p_ol_color.a > 0) {
			p_cell.text_buf->draw_outline(ci, draw_pos, p_ol_size, p_ol_color);
		}
		p_cell.text_buf->draw(ci, draw_pos, p_color);
	}
}
void Tree::update_column(int p_col) {