### 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
ERR_FAIL_COND_V(blocked > 0, nullptr);
	TreeItem *ti = nullptr;
	if (p_parent) {
		ERR_FAIL_COND_V_MSG(p_parent->tree != this, nullptr, "A different tree owns the given parent");
		ti = p_parent->create_child(p_index);
	} else {
		if (!root) {
			
			ti = memnew(TreeItem(this));
			ERR_FAIL_NULL_V(ti, nullptr);
			ti->cells.resize(columns.size());
			ti->is_root = true;
			root = ti;
		} else {
			
			ti = create_item(root, p_index);
		}
	}
	return ti;
}
TreeItem *Tree::get_root() const {