### 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
select_mode = p_mode;
}
Tree::SelectMode Tree::get_select_mode() const {
	return select_mode;
}
void Tree::deselect_all() {
	if (root) {
		TreeItem *item = root;
		while (item) {
			if (select_mode == SELECT_ROW) {
				item->deselect(0);
			} else {
				for (int i = 0; i < columns.size(); i++) {
					item->deselect(i);
				}
			}
			TreeItem *prev_item = item;
			item = get_next_selected(root);
			ERR_FAIL_COND(item == prev_item);
		}
	}
	selected_item = nullptr;
	selected_col = -1;
	queue_redraw();
}
bool Tree::is_anything_selected() {