### 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
} else {
		font = theme_cache.font;
	}
	int font_size;
	if (p_item->cells[p_col].custom_font_size > 0) {
		font_size = p_item->cells[p_col].custom_font_size;
	} else {
		font_size = theme_cache.font_size;
	}
	p_item->cells.write[p_col].text_buf->add_string(valtext, font, font_size, p_item->cells[p_col].language);
	BitField<TextServer::LineBreakFlag> break_flags = TextServer::BREAK_MANDATORY | TextServer::BREAK_TRIM_EDGE_SPACES;
	switch (p_item->cells.write[p_col].autowrap_mode) {
		case TextServer::AUTOWRAP_OFF:
			break;
		case TextServer::AUTOWRAP_ARBITRARY:
			break_flags.set_flag(TextServer::BREAK_GRAPHEME_BOUND);
			break;
		case TextServer::AUTOWRAP_WORD:
			break_flags.set_flag(TextServer::BREAK_WORD_BOUND);
			break;
		case TextServer::AUTOWRAP_WORD_SMART:
			break_flags.set_flag(TextServer::BREAK_WORD_BOUND);
			break_flags.set_flag(TextServer::BREAK_ADAPTIVE);
			break;
	}
	p_item->cells.write[p_col].text_buf->set_break_flags(break_flags);
	TS->shaped_text_set_bidi_override(p_item->cells[p_col].text_buf->get_rid(), structured_text_parser(p_item->cells[p_col].st_parser, p_item->cells[p_col].st_args, valtext));
	p_item->cells.write[p_col].dirty = false;
}
void Tree::update_item_cache(TreeItem *p_item) {