### 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
if (!root) {
		return nullptr;
	}
	while (true) {
		if (!p_item) {
			p_item = root;
		} else {
			if (p_item->first_child) {
				p_item = p_item->first_child;
			} else if (p_item->next) {
				p_item = p_item->next;
			} else {
				while (!p_item->next) {
					p_item = p_item->parent;
					if (p_item == nullptr) {
						return nullptr;
					}
				}
				p_item = p_item->next;
			}
		}
		for (int i = 0; i < columns.size(); i++) {
			if (p_item->cells[i].selected) {
				return p_item;
			}
		}
	}
	return nullptr;
}
int Tree::get_column_minimum_width(int p_column) const {