### 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
bool indeterminate = false;
		bool editable = false;
		bool selected = false;
		bool selectable = true;
		bool custom_color = false;
		Color color;
		bool custom_bg_color = false;
		bool custom_bg_outline = false;
		Color bg_color;
		bool custom_button = false;
		bool expand_right = false;
		Color icon_color = Color(1, 1, 1);
		Size2i cached_minimum_size;
		bool cached_minimum_size_dirty = true;
		HorizontalAlignment text_alignment = HORIZONTAL_ALIGNMENT_LEFT;
		Variant meta;
		String tooltip;
		ObjectID custom_draw_obj;
		StringName custom_draw_callback;
		struct Button {
			int id = 0;
			bool disabled = false;
			Ref<Texture2D> texture;
			Color color = Color(1, 1, 1, 1);
			String tooltip;
		};
		Vector<Button> buttons;
		Ref<Font> custom_font;
		int custom_font_size = -1;
		Cell() {