### 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
first_child = ti;
		if (!children_cache.is_empty()) {
			children_cache.insert(0, ti);
		}
	}
	ti->parent = this;
	return ti;
}
void TreeItem::add_child(TreeItem *p_item) {
	ERR_FAIL_NULL(p_item);
	ERR_FAIL_COND(p_item->tree);
	ERR_FAIL_COND(p_item->parent);
	p_item->_change_tree(tree);
	p_item->parent = this;
	TreeItem *item_prev = first_child;
	while (item_prev && item_prev->next) {
		item_prev = item_prev->next;
	}
	if (item_prev) {
		item_prev->next = p_item;
		p_item->prev = item_prev;
	} else {
		first_child = p_item;
	}
	if (!children_cache.is_empty()) {
		children_cache.append(p_item);
	}
	validate_cache();
}
void TreeItem::remove_child(TreeItem *p_item) {