### 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
draw_item_rect(p_item->cells.write[i], item_rect, cell_color, icon_col, outline_size, font_outline_color);
						break;
					}
					Ref<Texture2D> downarrow = theme_cache.select_arrow;
					Rect2i ir = item_rect;
					Point2i arrow_pos = item_rect.position;
					arrow_pos.x += item_rect.size.x - downarrow->get_width();
					arrow_pos.y += Math::floor(((item_rect.size.y - downarrow->get_height())) / 2.0);
					ir.size.width -= downarrow->get_width();
					if (p_item->cells[i].custom_button) {
						if (cache.hover_item == p_item && cache.hover_cell == i) {
							if (Input::get_singleton()->is_mouse_button_pressed(MouseButton::LEFT)) {
								draw_style_box(theme_cache.custom_button_pressed, ir);
							} else {
								draw_style_box(theme_cache.custom_button_hover, ir);
								cell_color = theme_cache.custom_button_font_highlight;
							}
						} else {
							draw_style_box(theme_cache.custom_button, ir);
						}
						ir.size -= theme_cache.custom_button->get_minimum_size();
						ir.position += theme_cache.custom_button->get_offset();
					}
					draw_item_rect(p_item->cells.write[i], ir, cell_color, icon_col, outline_size, font_outline_color);
					downarrow->draw(ci, arrow_pos);
				} break;
			}
			for (int j = p_item->cells[i].buttons.size() - 1; j >= 0; j--) {
				Ref<Texture2D> button_texture = p_item->cells[i].buttons[j].texture;
				Size2 button_size = button_texture->get_size() + theme_cache.button_pressed->get_minimum_size();