### 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
}
		click_handled = false;
		Ref<InputEventMouseButton> mb;
		mb.instantiate();
		int x_limit = get_size().width - theme_cache.panel_style->get_minimum_size().width;
		if (v_scroll->is_visible()) {
			x_limit -= v_scroll->get_minimum_size().width;
		}
		cache.rtl = is_layout_rtl();
		propagate_mouse_activated = false; 
		blocked++;
		propagate_mouse_event(pos + theme_cache.offset, 0, 0, x_limit + theme_cache.offset.width, false, root, MouseButton::LEFT, mb);
		blocked--;
		if (range_click_timer->is_one_shot()) {
			range_click_timer->set_wait_time(0.05);
			range_click_timer->set_one_shot(false);
			range_click_timer->start();
		}
		if (!click_handled) {
			range_click_timer->stop();
		}
		if (propagate_mouse_activated) {
			emit_signal(SNAME("item_activated"));
			propagate_mouse_activated = false;
		}
	} else {
		range_click_timer->stop();
	}
}
int Tree::propagate_mouse_event(const Point2i &p_pos, int x_ofs, int y_ofs, int x_limit, bool p_double_click, TreeItem *p_item, MouseButton p_button, const Ref<InputEventWithModifiers> &p_mod) {