### 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_INDEX_V(p_column, cells.size(), 0);
	return cells[p_column].val;
}
bool TreeItem::is_range_exponential(int p_column) const {
	ERR_FAIL_INDEX_V(p_column, cells.size(), false);
	return cells[p_column].expr;
}
void TreeItem::set_range_config(int p_column, double p_min, double p_max, double p_step, bool p_exp) {
	ERR_FAIL_INDEX(p_column, cells.size());
	if (cells[p_column].min == p_min && cells[p_column].max == p_max && cells[p_column].step == p_step && cells[p_column].expr == p_exp) {
		return;
	}
	cells.write[p_column].min = p_min;
	cells.write[p_column].max = p_max;
	cells.write[p_column].step = p_step;
	cells.write[p_column].expr = p_exp;
	_changed_notify(p_column);
}
void TreeItem::get_range_config(int p_column, double &r_min, double &r_max, double &r_step) const {