### 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
value_editor->set_max(c.max);
			value_editor->set_step(c.step);
			value_editor->set_value(c.val);
			value_editor->set_exp_ratio(c.expr);
			updating_value_editor = false;
		} else {
			value_editor->hide();
		}
		popup_editor->set_position(popup_rect.position);
		popup_editor->set_size(popup_rect.size);
		popup_editor->popup();
		popup_editor->child_controls_changed();
		line_editor->grab_focus();
		return true;
	} else if (c.mode == TreeItem::CELL_MODE_STRING && c.edit_multiline) {
		line_editor->hide();
		text_editor->clear();
		text_editor->set_text(c.text);
		text_editor->select_all();
		text_editor->show();
		popup_editor->set_position(get_screen_position() + rect.position);
		popup_editor->set_size(rect.size);
		popup_editor->popup();
		popup_editor->child_controls_changed();
		text_editor->grab_focus();
		return true;
	}
	return false;
}
bool Tree::is_editing() {