### 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
}
	item_edited(popup_edited_item_col, popup_edited_item);
	queue_redraw();
}
void Tree::value_editor_changed(double p_value) {
	if (updating_value_editor) {
		return;
	}
	if (!popup_edited_item) {
		return;
	}
	TreeItem::Cell &c = popup_edited_item->cells.write[popup_edited_item_col];
	c.val = p_value;
	text_editor->set_text(String::num(c.val, Math::range_step_decimals(c.step)));
	item_edited(popup_edited_item_col, popup_edited_item);
	queue_redraw();
}
void Tree::popup_select(int p_option) {
	if (!popup_edited_item) {
		return;
	}
	if (popup_edited_item_col < 0 || popup_edited_item_col > columns.size()) {
		return;
	}
	popup_edited_item->cells.write[popup_edited_item_col].val = p_option;
	
	queue_redraw();
	item_edited(popup_edited_item_col, popup_edited_item);
}
void Tree::_go_left() {