### 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
int hover_index = -1;
		Point2 click_pos;
		TreeItem *hover_item = nullptr;
		int hover_cell = -1;
		bool rtl = false;
	} cache;
	int _get_title_button_height() const;
	Size2 _get_cell_icon_size(const TreeItem::Cell &p_cell) const;
	void _scroll_moved(float p_value);
	HScrollBar *h_scroll = nullptr;
	VScrollBar *v_scroll = nullptr;
	bool h_scroll_enabled = true;
	bool v_scroll_enabled = true;
	Size2 get_internal_min_size() const;
	void update_scrollbars();
	Rect2 search_item_rect(TreeItem *p_from, TreeItem *p_item);
	
	uint64_t last_keypress = 0;
	String incr_search;
	bool cursor_can_exit_tree = true;
	void _do_incr_search(const String &p_add);
	TreeItem *_search_item_text(TreeItem *p_at, const String &p_find, int *r_col, bool p_selectable, bool p_backwards = false);
	TreeItem *_find_item_at_pos(TreeItem *p_item, const Point2 &p_pos, int &r_column, int &h, int &section) const;
	/*	float drag_speed;
	float drag_accum;
	float last_drag_accum;
	float last_drag_time;
	float time_since_motion;*/
	float drag_speed = 0.0;
	float drag_from = 0.0;