### 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
y_ofs += child_h;
				c = c->next;
				item_h += child_h;
			}
		}
		if (p_item == root) {
			emit_signal(SNAME("empty_clicked"), get_local_mouse_position(), p_button);
		}
	}
	return item_h; 
}
void Tree::_text_editor_popup_modal_close() {
	if (Input::get_singleton()->is_key_pressed(Key::ESCAPE) ||
			Input::get_singleton()->is_key_pressed(Key::KP_ENTER) ||
			Input::get_singleton()->is_key_pressed(Key::ENTER)) {
		return;
	}
	if (value_editor->has_point(value_editor->get_local_mouse_position())) {
		return;
	}
	if (!popup_edited_item) {
		return;
	}
	if (popup_edited_item->is_edit_multiline(popup_edited_item_col) && popup_edited_item->get_cell_mode(popup_edited_item_col) == TreeItem::CELL_MODE_STRING) {
		_apply_multiline_edit();
	} else {
		_line_editor_submit(line_editor->get_text());
	}
}
void Tree::_text_editor_gui_input(const Ref<InputEvent> &p_event) {