### 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
}
		if (!p_item->disable_folding && !hide_folding && !p_item->cells[col].editable && !p_item->cells[col].selectable && p_item->get_first_child()) {
			if (enable_recursive_folding && p_mod->is_shift_pressed()) {
				p_item->set_collapsed_recursive(!p_item->is_collapsed());
			} else {
				p_item->set_collapsed(!p_item->is_collapsed());
			}
			return -1; 
		}
		const TreeItem::Cell &c = p_item->cells[col];
		bool already_selected = c.selected;
		bool already_cursor = (p_item == selected_item) && col == selected_col;
		if (!cache.rtl && p_item->cells[col].buttons.size()) {
			int button_w = 0;
			for (int j = p_item->cells[col].buttons.size() - 1; j >= 0; j--) {
				Ref<Texture2D> b = p_item->cells[col].buttons[j].texture;
				button_w += b->get_size().width + theme_cache.button_pressed->get_minimum_size().width + theme_cache.button_margin;
			}
			col_width = MAX(button_w, MIN(limit_w, col_width));
		}
		for (int j = c.buttons.size() - 1; j >= 0; j--) {
			Ref<Texture2D> b = c.buttons[j].texture;
			int w = b->get_size().width + theme_cache.button_pressed->get_minimum_size().width;
			if (x > col_width - w) {
				if (c.buttons[j].disabled) {
					pressed_button = -1;
					cache.click_type = Cache::CLICK_NONE;
					return -1;
				}