### 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_NULL_V(p_item, Rect2());
	ERR_FAIL_COND_V(p_item->tree != this, Rect2());
	if (p_column != -1) {
		ERR_FAIL_INDEX_V(p_column, columns.size(), Rect2());
	}
	if (p_button != -1) {
		ERR_FAIL_COND_V(p_column == -1, Rect2()); 
		ERR_FAIL_INDEX_V(p_button, p_item->cells[p_column].buttons.size(), Rect2());
	}
	int ofs = get_item_offset(p_item);
	int height = compute_item_height(p_item);
	Rect2 r;
	r.position.y = ofs;
	r.size.height = height;
	if (p_column == -1) {
		r.position.x = 0;
		r.size.x = get_size().width;
	} else {
		int accum = 0;
		for (int i = 0; i < p_column; i++) {
			accum += get_column_width(i);
		}
		r.position.x = accum;
		r.size.x = get_column_width(p_column);
		if (p_button != -1) {
			const TreeItem::Cell &c = p_item->cells[p_column];
			Vector2 ofst = Vector2(r.position.x + r.size.x, r.position.y);
			for (int j = c.buttons.size() - 1; j >= 0; j--) {
				Ref<Texture2D> b = c.buttons[j].texture;