### 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
click_handled = true;
				return -1;
			} break;
		};
		if (!bring_up_editor || p_button != MouseButton::LEFT) {
			return -1;
		}
		click_handled = true;
		popup_pressing_edited_item = p_item;
		popup_pressing_edited_item_column = col;
		pressing_item_rect = Rect2(get_global_position() + Point2i(col_ofs, _get_title_button_height() + y_ofs) - theme_cache.offset, Size2(col_width, item_h));
		pressing_for_editor_text = editor_text;
		pressing_for_editor = true;
		return -1; 
	} else {
		Point2i new_pos = p_pos;
		if (!skip) {
			x_ofs += theme_cache.item_margin;
			
			y_ofs += item_h;
			new_pos.y -= item_h;
		}
		if (!p_item->collapsed) { 
			TreeItem *c = p_item->first_child;
			while (c) {
				int child_h = propagate_mouse_event(new_pos, x_ofs, y_ofs, x_limit, p_double_click, c, p_button, p_mod);
				if (child_h < 0) {
					return -1; 
				}
				new_pos.y -= child_h;