### 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
if (selected_col == (columns.size() - 1)) {
		if (selected_item->get_first_child() != nullptr && selected_item->is_collapsed()) {
			selected_item->set_collapsed(false);
		} else if (selected_item->get_next_visible()) {
			selected_col = 0;
			_go_down();
		}
	} else {
		if (select_mode == SELECT_MULTI) {
			selected_col++;
			emit_signal(SNAME("cell_selected"));
		} else {
			selected_item->select(selected_col + 1);
		}
	}
	queue_redraw();
	ensure_cursor_is_visible();
	accept_event();
}
void Tree::_go_up() {