### 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
text_buf.instantiate();
		}
		Size2 get_icon_size() const;
		void draw_icon(const RID &p_where, const Point2 &p_pos, const Size2 &p_size = Size2(), const Color &p_color = Color()) const;
	};
	Vector<Cell> cells;
	bool collapsed = false; 
	bool visible = true;
	bool disable_folding = false;
	int custom_min_height = 0;
	TreeItem *parent = nullptr; 
	TreeItem *prev = nullptr; 
	TreeItem *next = nullptr; 
	TreeItem *first_child = nullptr;
	Vector<TreeItem *> children_cache;
	bool is_root = false; 
	Tree *tree = nullptr; 
	TreeItem(Tree *p_tree);
	void _changed_notify(int p_cell);
	void _changed_notify();
	void _cell_selected(int p_cell);
	void _cell_deselected(int p_cell);
	void _change_tree(Tree *p_tree);
	_FORCE_INLINE_ void _create_children_cache() {