### 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
bool bring_up_editor = allow_reselect ? (c.selected && already_selected) : c.selected;
		String editor_text = c.text;
		switch (c.mode) {
			case TreeItem::CELL_MODE_STRING: {
				
				if (select_mode == SELECT_MULTI && (get_viewport()->get_processed_events_count() == focus_in_id || !already_cursor)) {
					bring_up_editor = false;
				}
			} break;
			case TreeItem::CELL_MODE_CHECK: {
				bring_up_editor = false; 
				if (force_edit_checkbox_only_on_checkbox) {
					if (x < theme_cache.checked->get_width()) {
						p_item->set_checked(col, !c.checked);
						item_edited(col, p_item, p_button);
					}
				} else {
					p_item->set_checked(col, !c.checked);
					item_edited(col, p_item, p_button);
				}
				click_handled = true;
				
			} break;
			case TreeItem::CELL_MODE_RANGE: {
				if (!c.text.is_empty()) {
					
					popup_menu->clear();
					for (int i = 0; i < c.text.get_slice_count(","); i++) {
						String s = c.text.get_slicec(',', i);