### 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 (!tree) {
		return;
	}
	set_collapsed(p_collapsed);
	TreeItem *child = get_first_child();
	while (child) {
		child->set_collapsed_recursive(p_collapsed);
		child = child->get_next();
	}
}
bool TreeItem::_is_any_collapsed(bool p_only_visible) {
	TreeItem *child = get_first_child();
	
	while (child) {
		if (child->get_first_child() && child->is_collapsed() && (!p_only_visible || (child->is_visible() && child->get_visible_child_count()))) {
			return true;
		}
		child = child->get_next();
	}
	child = get_first_child();
	
	while (child) {
		if (child->get_first_child() && (!p_only_visible || (child->is_visible() && child->get_visible_child_count())) && child->_is_any_collapsed(p_only_visible)) {
			return true;
		}
		child = child->get_next();
	}
	return false;
}
bool TreeItem::is_any_collapsed(bool p_only_visible) {