### 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
ERR_FAIL_INDEX_V(p_column, cells.size(), false);
	return cells[p_column].checked;
}
bool TreeItem::is_indeterminate(int p_column) const {
	ERR_FAIL_INDEX_V(p_column, cells.size(), false);
	return cells[p_column].indeterminate;
}
void TreeItem::propagate_check(int p_column, bool p_emit_signal) {
	bool ch = cells[p_column].checked;
	if (p_emit_signal) {
		tree->emit_signal(SNAME("check_propagated_to_item"), this, p_column);
	}
	_propagate_check_through_children(p_column, ch, p_emit_signal);
	_propagate_check_through_parents(p_column, p_emit_signal);
}
void TreeItem::_propagate_check_through_children(int p_column, bool p_checked, bool p_emit_signal) {
	TreeItem *current = get_first_child();
	while (current) {
		current->set_checked(p_column, p_checked);
		if (p_emit_signal) {
			current->tree->emit_signal(SNAME("check_propagated_to_item"), current, p_column);
		}
		current->_propagate_check_through_children(p_column, p_checked, p_emit_signal);
		current = current->get_next();
	}
}
void TreeItem::_propagate_check_through_parents(int p_column, bool p_emit_signal) {