### 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
TreeItem *prev = nullptr;
	if (!selected_item) {
		prev = get_last_item();
		selected_col = 0;
	} else {
		prev = selected_item->get_prev_visible();
	}
	if (select_mode == SELECT_MULTI) {
		if (!prev) {
			return;
		}
		selected_item = prev;
		emit_signal(SNAME("cell_selected"));
		queue_redraw();
	} else {
		int col = selected_col < 0 ? 0 : selected_col;
		while (prev && !prev->cells[col].selectable) {
			prev = prev->get_prev_visible();
		}
		if (!prev) {
			return; 
		}
		prev->select(col);
	}
	ensure_cursor_is_visible();
	accept_event();
}
void Tree::_go_down() {