### 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
break;
					}
				}
				if (!root || (!root->get_first_child() && hide_root)) {
					break;
				}
				click_handled = false;
				pressing_for_editor = false;
				propagate_mouse_activated = false;
				int x_limit = get_size().width - theme_cache.panel_style->get_minimum_size().width;
				if (v_scroll->is_visible()) {
					x_limit -= v_scroll->get_minimum_size().width;
				}
				cache.rtl = is_layout_rtl();
				blocked++;
				propagate_mouse_event(pos + theme_cache.offset, 0, 0, x_limit + theme_cache.offset.width, mb->is_double_click(), root, mb->get_button_index(), mb);
				blocked--;
				if (pressing_for_editor) {
					pressing_pos = mb->get_position();
					if (rtl) {
						pressing_pos.x = get_size().width - pressing_pos.x;
					}
				}
				if (mb->get_button_index() == MouseButton::RIGHT) {
					break;
				}
				if (drag_touching) {
					set_physics_process_internal(false);
					drag_touching_deaccel = false;
					drag_touching = false;