### 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
Point2 click_pos = get_global_mouse_position() - get_global_position();
				if (!get_item_at_position(click_pos)) {
					pressed_button = -1;
					cache.click_type = Cache::CLICK_NONE;
					return -1;
				}
				pressed_button = j;
				cache.click_type = Cache::CLICK_BUTTON;
				cache.click_index = j;
				cache.click_id = c.buttons[j].id;
				cache.click_item = p_item;
				cache.click_column = col;
				cache.click_pos = click_pos;
				queue_redraw();
				return -1;
			}
			col_width -= w + theme_cache.button_margin;
		}
		if (p_button == MouseButton::LEFT || (p_button == MouseButton::RIGHT && allow_rmb_select)) {
			
			if (p_double_click && (!c.editable || c.mode == TreeItem::CELL_MODE_CUSTOM || c.mode == TreeItem::CELL_MODE_ICON )) { 
				
				propagate_mouse_activated = true;
				incr_search.clear();
				return -1;
			}
			if (c.selectable) {
				if (select_mode == SELECT_MULTI && p_mod->is_command_or_control_pressed()) {
					if (c.selected && p_button == MouseButton::LEFT) {
						p_item->deselect(col);