### 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
}
			}
		}
		if (!p_item->disable_folding && !hide_folding && p_item->first_child && p_item->get_visible_child_count() != 0) { 
			Ref<Texture2D> arrow;
			if (p_item->collapsed) {
				if (is_layout_rtl()) {
					arrow = theme_cache.arrow_collapsed_mirrored;
				} else {
					arrow = theme_cache.arrow_collapsed;
				}
			} else {
				arrow = theme_cache.arrow;
			}
			Point2 apos = p_pos + Point2i(0, (label_h - arrow->get_height()) / 2) - theme_cache.offset + p_draw_ofs;
			apos.x += theme_cache.item_margin - arrow->get_width();
			if (rtl) {
				apos.x = get_size().width - apos.x - arrow->get_width();
			}
			arrow->draw(ci, apos);
		}
	}
	Point2 children_pos = p_pos;
	if (!skip) {
		children_pos.x += theme_cache.item_margin;
		htotal += label_h;
		children_pos.y += htotal;
	}
	if (!p_item->collapsed) { 
		TreeItem *c = p_item->first_child;