### 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
TreeItem *prev_item = this->_get_prev_in_tree(p_wrap, true);
	return prev_item;
}
TreeItem *TreeItem::get_next_in_tree(bool p_wrap) {
	TreeItem *next_item = this->_get_next_in_tree(p_wrap, true);
	return next_item;
}
TreeItem *TreeItem::get_child(int p_index) {
	_create_children_cache();
	if (p_index < 0) {
		p_index += children_cache.size();
	}
	ERR_FAIL_INDEX_V(p_index, children_cache.size(), nullptr);
	return children_cache.get(p_index);
}
int TreeItem::get_visible_child_count() {
	_create_children_cache();
	int visible_count = 0;
	for (int i = 0; i < children_cache.size(); i++) {
		if (children_cache[i]->is_visible()) {
			visible_count += 1;
		}
	}
	return visible_count;
}
int TreeItem::get_child_count() {
	_create_children_cache();
	return children_cache.size();
}
TypedArray<TreeItem> TreeItem::get_children() {