### 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 root;
}
TreeItem *Tree::get_last_item() const {
	TreeItem *last = root;
	while (last) {
		if (last->next) {
			last = last->next;
		} else if (last->first_child) {
			last = last->first_child;
		} else {
			break;
		}
	}
	return last;
}
void Tree::item_edited(int p_column, TreeItem *p_item, MouseButton p_custom_mouse_index) {
	edited_item = p_item;
	edited_col = p_column;
	if (p_item != nullptr && p_column >= 0 && p_column < p_item->cells.size()) {
		edited_item->cells.write[p_column].dirty = true;
	}
	emit_signal(SNAME("item_edited"));
	if (p_custom_mouse_index != MouseButton::NONE) {
		emit_signal(SNAME("custom_item_clicked"), p_custom_mouse_index);
	}
}
void Tree::item_changed(int p_column, TreeItem *p_item) {