### 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
if (root) {
		Point2 pos = p_pos;
		if (is_layout_rtl()) {
			pos.x = get_size().width - pos.x;
		}
		pos -= theme_cache.panel_style->get_offset();
		pos.y -= _get_title_button_height();
		if (pos.y < 0) {
			return -100;
		}
		if (h_scroll->is_visible_in_tree()) {
			pos.x += h_scroll->get_value();
		}
		if (v_scroll->is_visible_in_tree()) {
			pos.y += v_scroll->get_value();
		}
		int col, h, section;
		TreeItem *it = _find_item_at_pos(root, pos, col, h, section);
		if (it) {
			return section;
		}
	}
	return -100;
}
TreeItem *Tree::get_item_at_position(const Point2 &p_pos) const {