### 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
emit_signal(SNAME("item_activated"));
				incr_search.clear();
			}
		}
		accept_event();
	} else if (p_event->is_action("ui_select", true) && p_event->is_pressed()) {
		if (select_mode == SELECT_MULTI) {
			if (!selected_item) {
				return;
			}
			if (selected_item->is_selected(selected_col)) {
				selected_item->deselect(selected_col);
				emit_signal(SNAME("multi_selected"), selected_item, selected_col, false);
			} else if (selected_item->is_selectable(selected_col)) {
				selected_item->select(selected_col);
				emit_signal(SNAME("multi_selected"), selected_item, selected_col, true);
			}
		}
		accept_event();
	}
	if (allow_search && k.is_valid()) { 
		if (!k->is_pressed()) {
			return;
		}
		if (k->is_command_or_control_pressed() || (k->is_shift_pressed() && k->get_unicode() == 0) || k->is_meta_pressed()) {
			return;
		}
		if (!root) {
			return;
		}