### 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
return (selected_item != nullptr);
}
void Tree::clear() {
	ERR_FAIL_COND(blocked > 0);
	if (pressing_for_editor) {
		if (range_drag_enabled) {
			range_drag_enabled = false;
			Input::get_singleton()->set_mouse_mode(Input::MOUSE_MODE_VISIBLE);
			warp_mouse(range_drag_capture_pos);
		}
		pressing_for_editor = false;
	}
	if (root) {
		memdelete(root);
		root = nullptr;
	};
	selected_item = nullptr;
	edited_item = nullptr;
	popup_edited_item = nullptr;
	popup_pressing_edited_item = nullptr;
	queue_redraw();
};
void Tree::set_hide_root(bool p_enabled) {