### 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 (p_argcount < 1) {
		r_error.error = Callable::CallError::CALL_ERROR_TOO_FEW_ARGUMENTS;
		r_error.argument = 0;
		return;
	}
	if (p_args[0]->get_type() != Variant::STRING && p_args[0]->get_type() != Variant::STRING_NAME) {
		r_error.error = Callable::CallError::CALL_ERROR_INVALID_ARGUMENT;
		r_error.argument = 0;
		r_error.expected = Variant::STRING_NAME;
		return;
	}
	StringName method = *p_args[0];
	call_recursive(method, &p_args[1], p_argcount - 1, r_error);
}
void recursive_call_aux(TreeItem *p_item, const StringName &p_method, const Variant **p_args, int p_argcount, Callable::CallError &r_error) {
	if (!p_item) {
		return;
	}
	p_item->callp(p_method, p_args, p_argcount, r_error);
	TreeItem *c = p_item->get_first_child();
	while (c) {
		recursive_call_aux(c, p_method, p_args, p_argcount, r_error);
		c = c->get_next();
	}
}
void TreeItem::call_recursive(const StringName &p_method, const Variant **p_args, int p_argcount, Callable::CallError &r_error) {
	recursive_call_aux(this, p_method, p_args, p_argcount, r_error);
}
void TreeItem::_bind_methods() {