### 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
class Tree : public Control {
	GDCLASS(Tree, Control);
public:
	enum SelectMode {
		SELECT_SINGLE,
		SELECT_ROW,
		SELECT_MULTI
	};
	enum DropModeFlags {
		DROP_MODE_DISABLED = 0,
		DROP_MODE_ON_ITEM = 1,
		DROP_MODE_INBETWEEN = 2
	};
private:
	friend class TreeItem;
	TreeItem *root = nullptr;
	TreeItem *popup_edited_item = nullptr;
	TreeItem *selected_item = nullptr;
	TreeItem *edited_item = nullptr;
	TreeItem *popup_pressing_edited_item = nullptr; 
	int popup_pressing_edited_item_column = -1;
	TreeItem *drop_mode_over = nullptr;
	int drop_mode_section = 0;
	TreeItem *single_select_defer = nullptr;
	int single_select_defer_column = 0;