### 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
ClassDB::bind_method(D_METHOD("get_tree"), &TreeItem::get_tree);
	ClassDB::bind_method(D_METHOD("get_next"), &TreeItem::get_next);
	ClassDB::bind_method(D_METHOD("get_prev"), &TreeItem::get_prev);
	ClassDB::bind_method(D_METHOD("get_parent"), &TreeItem::get_parent);
	ClassDB::bind_method(D_METHOD("get_first_child"), &TreeItem::get_first_child);
	ClassDB::bind_method(D_METHOD("get_next_in_tree", "wrap"), &TreeItem::get_next_in_tree, DEFVAL(false));
	ClassDB::bind_method(D_METHOD("get_prev_in_tree", "wrap"), &TreeItem::get_prev_in_tree, DEFVAL(false));
	ClassDB::bind_method(D_METHOD("get_next_visible", "wrap"), &TreeItem::get_next_visible, DEFVAL(false));
	ClassDB::bind_method(D_METHOD("get_prev_visible", "wrap"), &TreeItem::get_prev_visible, DEFVAL(false));
	ClassDB::bind_method(D_METHOD("get_child", "index"), &TreeItem::get_child);
	ClassDB::bind_method(D_METHOD("get_child_count"), &TreeItem::get_child_count);
	ClassDB::bind_method(D_METHOD("get_children"), &TreeItem::get_children);
	ClassDB::bind_method(D_METHOD("get_index"), &TreeItem::get_index);
	ClassDB::bind_method(D_METHOD("move_before", "item"), &TreeItem::move_before);
	ClassDB::bind_method(D_METHOD("move_after", "item"), &TreeItem::move_after);
	{
		MethodInfo mi;
		mi.name = "call_recursive";
		mi.arguments.push_back(PropertyInfo(Variant::STRING_NAME, "method"));
		ClassDB::bind_vararg_method(METHOD_FLAGS_DEFAULT, "call_recursive", &TreeItem::_call_recursive_bind, mi);
	}
	ADD_PROPERTY(PropertyInfo(Variant::BOOL, "collapsed"), "set_collapsed", "is_collapsed");
	ADD_PROPERTY(PropertyInfo(Variant::BOOL, "visible"), "set_visible", "is_visible");
	ADD_PROPERTY(PropertyInfo(Variant::BOOL, "disable_folding"), "set_disable_folding", "is_folding_disabled");
	ADD_PROPERTY(PropertyInfo(Variant::INT, "custom_minimum_height", PROPERTY_HINT_RANGE, "0,1000,1"), "set_custom_minimum_height", "get_custom_minimum_height");
	BIND_ENUM_CONSTANT(CELL_MODE_STRING);
	BIND_ENUM_CONSTANT(CELL_MODE_CHECK);
	BIND_ENUM_CONSTANT(CELL_MODE_RANGE);
	BIND_ENUM_CONSTANT(CELL_MODE_ICON);
	BIND_ENUM_CONSTANT(CELL_MODE_CUSTOM);