### 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
for (int i = 0; i < p_item->cells.size(); i++) {
		update_item_cell(p_item, i);
	}
	TreeItem *c = p_item->first_child;
	while (c) {
		update_item_cache(c);
		c = c->next;
	}
}
int Tree::draw_item(const Point2i &p_pos, const Point2 &p_draw_ofs, const Size2 &p_draw_size, TreeItem *p_item, int *r_self_height) {
	if (p_pos.y - theme_cache.offset.y > (p_draw_size.height)) {
		return -1; 
	}
	if (!p_item->is_visible()) {
		return 0;
	}
	RID ci = get_canvas_item();
	int htotal = 0;
	int label_h = 0;
	bool rtl = cache.rtl;
	
	bool skip = (p_item == root && hide_root);
	if (!skip) {
		
		ERR_FAIL_COND_V(theme_cache.font.is_null(), -1);
		int ofs = p_pos.x + ((p_item->disable_folding || hide_folding) ? theme_cache.h_separation : theme_cache.item_margin);
		int skip2 = 0;
		for (int i = 0; i < columns.size(); i++) {
			if (skip2) {