### 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
uint64_t time = OS::get_singleton()->get_ticks_usec() / 1000; 
	uint64_t diff = time - last_keypress;
	if (diff > uint64_t(GLOBAL_GET("gui/timers/incremental_search_max_interval_msec"))) {
		incr_search = p_add;
	} else if (incr_search != p_add) {
		incr_search += p_add;
	}
	last_keypress = time;
	int col;
	TreeItem *item = search_item_text(incr_search, &col, true);
	if (!item) {
		return;
	}
	if (select_mode == SELECT_MULTI) {
		item->set_as_cursor(col);
	} else {
		item->select(col);
	}
	ensure_cursor_is_visible();
}
TreeItem *Tree::_find_item_at_pos(TreeItem *p_item, const Point2 &p_pos, int &r_column, int &h, int &section) const {