### 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 (it != drop_mode_over) {
						drop_mode_over = it;
						queue_redraw();
					}
					if (it && section != drop_mode_section) {
						drop_mode_section = section;
						queue_redraw();
					}
				}
				cache.hover_item = it;
				cache.hover_cell = col;
				if (it != old_it || col != old_col) {
					if (old_it && old_col >= old_it->cells.size()) {
						
						queue_redraw();
					} else {
						
						bool was_over_button = old_it && old_it->cells[old_col].custom_button;
						bool is_over_button = it && it->cells[col].custom_button;
						if (was_over_button || is_over_button) {
							queue_redraw();
						}
					}
				}
			}
		}
		
		if (cache.hover_type != old_hover || cache.hover_index != old_index) {
			queue_redraw();
		}