### 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 visible;
}
void TreeItem::uncollapse_tree() {
	TreeItem *t = this;
	while (t) {
		t->set_collapsed(false);
		t = t->parent;
	}
}
void TreeItem::set_custom_minimum_height(int p_height) {
	if (custom_min_height == p_height) {
		return;
	}
	custom_min_height = p_height;
	for (Cell &c : cells) {
		c.cached_minimum_size_dirty = true;
	}
	_changed_notify();
}
int TreeItem::get_custom_minimum_height() const {
	return custom_min_height;
}
TreeItem *TreeItem::create_child(int p_index) {