### 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 size = get_child_count();
	TypedArray<TreeItem> arr;
	arr.resize(size);
	for (int i = 0; i < size; i++) {
		arr[i] = children_cache[i];
	}
	return arr;
}
void TreeItem::clear_children() {
	TreeItem *c = first_child;
	while (c) {
		TreeItem *aux = c;
		c = c->get_next();
		aux->parent = nullptr; 
		memdelete(aux);
	}
	first_child = nullptr;
};
int TreeItem::get_index() {
	int idx = 0;
	TreeItem *c = this;
	while (c) {
		c = c->get_prev();
		idx++;
	}
	return idx - 1;
}
#ifdef DEV_ENABLED
void TreeItem::validate_cache() const {