### 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
ERR_FAIL_INDEX_V(p_column, columns.size(), -1);
	
	int min_width = columns[p_column].custom_min_width;
	
	if (show_column_titles) {
		min_width = MAX(theme_cache.font->get_string_size(columns[p_column].title, HORIZONTAL_ALIGNMENT_LEFT, -1, theme_cache.font_size).width + theme_cache.panel_style->get_margin(SIDE_LEFT) + theme_cache.panel_style->get_margin(SIDE_RIGHT), min_width);
	}
	if (!columns[p_column].clip_content) {
		int depth = 0;
		TreeItem *next;
		for (TreeItem *item = get_root(); item; item = next) {
			next = item->get_next_visible();
			
			if (next && p_column == 0) {
				if (next->get_parent() == item) {
					depth += 1;
				} else {
					TreeItem *common_parent = item->get_parent();
					while (common_parent != next->get_parent() && common_parent) {
						common_parent = common_parent->get_parent();
						depth -= 1;
					}
				}
			}
			
			Size2 item_size = item->get_minimum_size(p_column);