### 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
return parent;
}
TreeItem *TreeItem::get_first_child() const {
	return first_child;
}
TreeItem *TreeItem::_get_prev_in_tree(bool p_wrap, bool p_include_invisible) {
	TreeItem *current = this;
	TreeItem *prev_item = current->get_prev();
	if (!prev_item) {
		current = current->parent;
		if (current == tree->root && tree->hide_root) {
			return nullptr;
		} else if (!current) {
			if (p_wrap) {
				current = this;
				TreeItem *temp = this->get_next_visible();
				while (temp) {
					current = temp;
					temp = temp->get_next_visible();
				}