### 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
p_item->cells[i].text_buf->draw_outline(ci, text_pos, outline_size, font_outline_color);
							}
							p_item->cells[i].text_buf->draw(ci, text_pos, cell_color);
						}
						if (!p_item->cells[i].editable) {
							break;
						}
						Point2i updown_pos = item_rect.position;
						updown_pos.x += item_rect.size.x - updown->get_width();
						updown_pos.y += Math::floor(((item_rect.size.y - updown->get_height())) / 2.0);
						updown->draw(ci, updown_pos);
					}
				} break;
				case TreeItem::CELL_MODE_ICON: {
					if (p_item->cells[i].icon.is_null()) {
						break;
					}
					Size2i icon_size = _get_cell_icon_size(p_item->cells[i]);
					Point2i icon_ofs = (item_rect.size - icon_size) / 2;
					icon_ofs += item_rect.position;
					draw_texture_rect(p_item->cells[i].icon, Rect2(icon_ofs, icon_size), false, icon_col);
				} break;
				case TreeItem::CELL_MODE_CUSTOM: {
					if (p_item->cells[i].custom_draw_obj.is_valid()) {
						Object *cdo = ObjectDB::get_instance(p_item->cells[i].custom_draw_obj);
						if (cdo) {
							cdo->call(p_item->cells[i].custom_draw_callback, p_item, Rect2(item_rect));
						}
					}
					if (!p_item->cells[i].editable) {