### 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_INDEX_V(p_column, cells.size(), false);
	return cells[p_column].expand_right;
}
void TreeItem::set_disable_folding(bool p_disable) {
	if (disable_folding == p_disable) {
		return;
	}
	disable_folding = p_disable;
	for (Cell &c : cells) {
		c.cached_minimum_size_dirty = true;
	}
	_changed_notify(0);
}
bool TreeItem::is_folding_disabled() const {
	return disable_folding;
}
Size2 TreeItem::get_minimum_size(int p_column) {
	ERR_FAIL_INDEX_V(p_column, cells.size(), Size2());
	Tree *parent_tree = get_tree();
	ERR_FAIL_NULL_V(parent_tree, Size2());
	const TreeItem::Cell &cell = cells[p_column];
	if (cell.cached_minimum_size_dirty) {
		Size2 size;
		
		if (!cell.text.is_empty()) {
			if (cell.dirty) {
				parent_tree->update_item_cell(this, p_column);
			}
			Size2 text_size = cell.text_buf->get_size();