### 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
int button_margin = 0;
		int icon_max_width = 0;
		Point2 offset;
		int draw_relationship_lines = 0;
		int relationship_line_width = 0;
		int parent_hl_line_width = 0;
		int children_hl_line_width = 0;
		int parent_hl_line_margin = 0;
		int draw_guides = 0;
		int scroll_border = 0;
		int scroll_speed = 0;
		int scrollbar_margin_top = -1;
		int scrollbar_margin_right = -1;
		int scrollbar_margin_bottom = -1;
		int scrollbar_margin_left = -1;
		int scrollbar_h_separation = 0;
		int scrollbar_v_separation = 0;
	} theme_cache;
	struct Cache {
		enum ClickType {
			CLICK_NONE,
			CLICK_TITLE,
			CLICK_BUTTON,
		};
		ClickType click_type = Cache::CLICK_NONE;
		ClickType hover_type = Cache::CLICK_NONE;
		int click_index = -1;
		int click_id = -1;
		TreeItem *click_item = nullptr;
		int click_column = 0;