### 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 popup_editor->is_visible();
}
void Tree::set_editor_selection(int p_from_line, int p_to_line, int p_from_column, int p_to_column, int p_caret) {
	if (p_from_column == -1 || p_to_column == -1) {
		line_editor->select(p_from_line, p_to_line);
	} else {
		text_editor->select(p_from_line, p_from_column, p_to_line, p_to_column, p_caret);
	}
}
Size2 Tree::get_internal_min_size() const {
	Size2i size;
	if (root) {
		size.height += get_item_height(root);
	}
	for (int i = 0; i < columns.size(); i++) {
		size.width += get_column_minimum_width(i);
	}
	return size;
}
void Tree::update_scrollbars() {