### 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
emit_signal(SNAME("multi_selected"), p_item, col, false);
					} else {
						p_item->select(col);
						emit_signal(SNAME("multi_selected"), p_item, col, true);
						emit_signal(SNAME("item_mouse_selected"), get_local_mouse_position(), p_button);
					}
				} else {
					if (select_mode == SELECT_MULTI && p_mod->is_shift_pressed() && selected_item && selected_item != p_item) {
						bool inrange = false;
						select_single_item(p_item, root, col, selected_item, &inrange);
						emit_signal(SNAME("item_mouse_selected"), get_local_mouse_position(), p_button);
					} else {
						int icount = _count_selected_items(root);
						if (select_mode == SELECT_MULTI && icount > 1 && p_button != MouseButton::RIGHT) {
							single_select_defer = p_item;
							single_select_defer_column = col;
						} else {
							if (p_button != MouseButton::RIGHT || !c.selected) {
								select_single_item(p_item, root, col);
							}
							emit_signal(SNAME("item_mouse_selected"), get_local_mouse_position(), p_button);
						}
					}
					queue_redraw();
				}
			}
		}
		if (!c.editable) {
			return -1; 
		}