### 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
for (int i = 0; i < columns.size(); i++) {
		if (p_from->is_selected(i)) {
			return true;
		}
	}
	TreeItem *child_item = p_from->get_first_child();
	while (child_item) {
		if (_is_branch_selected(child_item)) {
			return true;
		}
		child_item = child_item->get_next();
	}
	return false;
}
bool Tree::_is_sibling_branch_selected(TreeItem *p_from) const {
	TreeItem *sibling_item = p_from->get_next();
	while (sibling_item) {
		if (_is_branch_selected(sibling_item)) {
			return true;
		}
		sibling_item = sibling_item->get_next();
	}
	return false;
}
void Tree::select_single_item(TreeItem *p_selected, TreeItem *p_current, int p_col, TreeItem *p_prev, bool *r_in_range, bool p_force_deselect) {