### 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
height = check_icon_h;
				}
				[[fallthrough]];
			}
			case TreeItem::CELL_MODE_STRING:
			case TreeItem::CELL_MODE_CUSTOM:
			case TreeItem::CELL_MODE_ICON: {
				Ref<Texture2D> icon = p_item->cells[i].icon;
				if (!icon.is_null()) {
					Size2i s = _get_cell_icon_size(p_item->cells[i]);
					if (s.height > height) {
						height = s.height;
					}
				}
				if (p_item->cells[i].mode == TreeItem::CELL_MODE_CUSTOM && p_item->cells[i].custom_button) {
					height += theme_cache.custom_button->get_minimum_size().height;
				}
			} break;
			default: {
			}
		}
	}
	int item_min_height = MAX(theme_cache.font->get_height(theme_cache.font_size), p_item->get_custom_minimum_height());
	if (height < item_min_height) {
		height = item_min_height;
	}
	height += theme_cache.v_separation;
	return height;
}
int Tree::get_item_height(TreeItem *p_item) const {