### 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
drag_speed = 0;
					drag_from = 0;
				}
				if (!click_handled) {
					drag_speed = 0;
					drag_accum = 0;
					
					drag_from = v_scroll->get_value();
					drag_touching = DisplayServer::get_singleton()->is_touchscreen_available();
					drag_touching_deaccel = false;
					if (drag_touching) {
						set_physics_process_internal(true);
					}
					if (mb->get_button_index() == MouseButton::LEFT) {
						if (get_item_at_position(mb->get_position()) == nullptr && !mb->is_shift_pressed() && !mb->is_ctrl_pressed() && !mb->is_command_or_control_pressed()) {
							emit_signal(SNAME("nothing_selected"));
						}
					}
				}
				if (propagate_mouse_activated) {
					emit_signal(SNAME("item_activated"));
					propagate_mouse_activated = false;
				}
			} break;
			case MouseButton::WHEEL_UP: {
				if (_scroll(false, -mb->get_factor() / 8)) {
					accept_event();
				}
			} break;
			case MouseButton::WHEEL_DOWN: {