### 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 (icon.is_null()) {
		return Size2();
	}
	if (icon_region == Rect2i()) {
		return icon->get_size();
	} else {
		return icon_region.size;
	}
}
void TreeItem::Cell::draw_icon(const RID &p_where, const Point2 &p_pos, const Size2 &p_size, const Color &p_color) const {
	if (icon.is_null()) {
		return;
	}
	Size2i dsize = (p_size == Size2()) ? icon->get_size() : p_size;
	if (icon_region == Rect2i()) {
		icon->draw_rect_region(p_where, Rect2(p_pos, dsize), Rect2(Point2(), icon->get_size()), p_color);
	} else {
		icon->draw_rect_region(p_where, Rect2(p_pos, dsize), icon_region, p_color);
	}
}
void TreeItem::_changed_notify(int p_cell) {