### 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
ClassDB::bind_method(D_METHOD("set_custom_font_size", "column", "font_size"), &TreeItem::set_custom_font_size);
	ClassDB::bind_method(D_METHOD("get_custom_font_size", "column"), &TreeItem::get_custom_font_size);
	ClassDB::bind_method(D_METHOD("set_custom_bg_color", "column", "color", "just_outline"), &TreeItem::set_custom_bg_color, DEFVAL(false));
	ClassDB::bind_method(D_METHOD("clear_custom_bg_color", "column"), &TreeItem::clear_custom_bg_color);
	ClassDB::bind_method(D_METHOD("get_custom_bg_color", "column"), &TreeItem::get_custom_bg_color);
	ClassDB::bind_method(D_METHOD("set_custom_as_button", "column", "enable"), &TreeItem::set_custom_as_button);
	ClassDB::bind_method(D_METHOD("is_custom_set_as_button", "column"), &TreeItem::is_custom_set_as_button);
	ClassDB::bind_method(D_METHOD("add_button", "column", "button", "id", "disabled", "tooltip_text"), &TreeItem::add_button, DEFVAL(-1), DEFVAL(false), DEFVAL(""));
	ClassDB::bind_method(D_METHOD("get_button_count", "column"), &TreeItem::get_button_count);
	ClassDB::bind_method(D_METHOD("get_button_tooltip_text", "column", "button_index"), &TreeItem::get_button_tooltip_text);
	ClassDB::bind_method(D_METHOD("get_button_id", "column", "button_index"), &TreeItem::get_button_id);
	ClassDB::bind_method(D_METHOD("get_button_by_id", "column", "id"), &TreeItem::get_button_by_id);
	ClassDB::bind_method(D_METHOD("get_button", "column", "button_index"), &TreeItem::get_button);
	ClassDB::bind_method(D_METHOD("set_button_tooltip_text", "column", "button_index", "tooltip"), &TreeItem::set_button_tooltip_text);
	ClassDB::bind_method(D_METHOD("set_button", "column", "button_index", "button"), &TreeItem::set_button);
	ClassDB::bind_method(D_METHOD("erase_button", "column", "button_index"), &TreeItem::erase_button);
	ClassDB::bind_method(D_METHOD("set_button_disabled", "column", "button_index", "disabled"), &TreeItem::set_button_disabled);
	ClassDB::bind_method(D_METHOD("set_button_color", "column", "button_index", "color"), &TreeItem::set_button_color);
	ClassDB::bind_method(D_METHOD("is_button_disabled", "column", "button_index"), &TreeItem::is_button_disabled);
	ClassDB::bind_method(D_METHOD("set_tooltip_text", "column", "tooltip"), &TreeItem::set_tooltip_text);
	ClassDB::bind_method(D_METHOD("get_tooltip_text", "column"), &TreeItem::get_tooltip_text);
	ClassDB::bind_method(D_METHOD("set_text_alignment", "column", "text_alignment"), &TreeItem::set_text_alignment);
	ClassDB::bind_method(D_METHOD("get_text_alignment", "column"), &TreeItem::get_text_alignment);
	ClassDB::bind_method(D_METHOD("set_expand_right", "column", "enable"), &TreeItem::set_expand_right);
	ClassDB::bind_method(D_METHOD("get_expand_right", "column"), &TreeItem::get_expand_right);
	ClassDB::bind_method(D_METHOD("set_disable_folding", "disable"), &TreeItem::set_disable_folding);
	ClassDB::bind_method(D_METHOD("is_folding_disabled"), &TreeItem::is_folding_disabled);
	ClassDB::bind_method(D_METHOD("create_child", "index"), &TreeItem::create_child, DEFVAL(-1));
	ClassDB::bind_method(D_METHOD("add_child", "child"), &TreeItem::add_child);
	ClassDB::bind_method(D_METHOD("remove_child", "child"), &TreeItem::remove_child);