### 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
void add_child(TreeItem *p_item);
	void remove_child(TreeItem *p_item);
	Tree *get_tree() const;
	TreeItem *get_prev();
	TreeItem *get_next() const;
	TreeItem *get_parent() const;
	TreeItem *get_first_child() const;
	TreeItem *get_prev_in_tree(bool p_wrap = false);
	TreeItem *get_next_in_tree(bool p_wrap = false);
	TreeItem *get_prev_visible(bool p_wrap = false);
	TreeItem *get_next_visible(bool p_wrap = false);
	TreeItem *get_child(int p_index);
	int get_visible_child_count();
	int get_child_count();
	TypedArray<TreeItem> get_children();
	void clear_children();
	int get_index();
#ifdef DEV_ENABLED
	
	void validate_cache() const;
#else
	void validate_cache() const {}
#endif
	void move_before(TreeItem *p_item);
	void move_after(TreeItem *p_item);
	void call_recursive(const StringName &p_method, const Variant **p_args, int p_argcount, Callable::CallError &r_error);
	~TreeItem();
};
VARIANT_ENUM_CAST(TreeItem::TreeCellMode);
class VBoxContainer;