### 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
} else {
				return nullptr;
			}
		}
	} else {
		current = prev_item;
		while ((!current->collapsed || p_include_invisible) && current->first_child) {
			
			current = current->first_child;
			while (current->next) {
				current = current->next;
			}
		}
	}
	return current;
}
TreeItem *TreeItem::get_prev_visible(bool p_wrap) {
	TreeItem *loop = this;
	TreeItem *prev_item = this->_get_prev_in_tree(p_wrap);
	while (prev_item && !prev_item->is_visible()) {
		prev_item = prev_item->_get_prev_in_tree(p_wrap);
		if (prev_item == loop) {
			
			prev_item = nullptr;
			break;
		}
	}
	return prev_item;
}
TreeItem *TreeItem::_get_next_in_tree(bool p_wrap, bool p_include_invisible) {