### 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
} break;
		case NOTIFICATION_INTERNAL_PHYSICS_PROCESS: {
			if (drag_touching) {
				if (drag_touching_deaccel) {
					float pos = v_scroll->get_value();
					pos += drag_speed * get_physics_process_delta_time();
					bool turnoff = false;
					if (pos < 0) {
						pos = 0;
						turnoff = true;
						set_physics_process_internal(false);
						drag_touching = false;
						drag_touching_deaccel = false;
					}
					if (pos > (v_scroll->get_max() - v_scroll->get_page())) {
						pos = v_scroll->get_max() - v_scroll->get_page();
						turnoff = true;
					}
					v_scroll->set_value(pos);
					float sgn = drag_speed < 0 ? -1 : 1;
					float val = Math::abs(drag_speed);
					val -= 1000 * get_physics_process_delta_time();
					if (val < 0) {
						turnoff = true;
					}
					drag_speed = sgn * val;
					if (turnoff) {
						set_physics_process_internal(false);
						drag_touching = false;
						drag_touching_deaccel = false;