### 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
ERR_FAIL_COND(theme_cache.font.is_null());
	Rect2i rect = p_rect.grow_individual(-theme_cache.inner_item_margin_left, -theme_cache.inner_item_margin_top, -theme_cache.inner_item_margin_right, -theme_cache.inner_item_margin_bottom);
	Size2 ts = p_cell.text_buf->get_size();
	bool rtl = is_layout_rtl();
	int w = 0;
	Size2i bmsize;
	if (!p_cell.icon.is_null()) {
		bmsize = _get_cell_icon_size(p_cell);
		w += bmsize.width + theme_cache.h_separation;
		if (rect.size.width > 0 && (w + ts.width) > rect.size.width) {
			ts.width = rect.size.width - w;
		}
	}
	w += ts.width;
	switch (p_cell.text_alignment) {
		case HORIZONTAL_ALIGNMENT_FILL:
		case HORIZONTAL_ALIGNMENT_LEFT: {
			if (rtl) {
				rect.position.x += MAX(0, (rect.size.width - w));
			}
		} break;
		case HORIZONTAL_ALIGNMENT_CENTER:
			rect.position.x += MAX(0, (rect.size.width - w) / 2);
			break;
		case HORIZONTAL_ALIGNMENT_RIGHT:
			if (!rtl) {