### 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
int len = 0;
				for (int i = 0; i < columns.size(); i++) {
					len += get_column_width(i);
					if (pos.x < len) {
						cache.hover_type = Cache::CLICK_TITLE;
						cache.hover_index = i;
						break;
					}
				}
			}
		}
		if (root) {
			Point2 mpos = mm->get_position();
			if (rtl) {
				mpos.x = get_size().width - mpos.x;
			}
			mpos -= theme_cache.panel_style->get_offset();
			mpos.y -= _get_title_button_height();
			if (mpos.y >= 0) {
				if (h_scroll->is_visible_in_tree()) {
					mpos.x += h_scroll->get_value();
				}
				if (v_scroll->is_visible_in_tree()) {
					mpos.y += v_scroll->get_value();
				}
				TreeItem *old_it = cache.hover_item;
				int old_col = cache.hover_cell;
				int col, h, section;
				TreeItem *it = _find_item_at_pos(root, mpos, col, h, section);
				if (drop_mode_flags) {