### 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
prev_hl_ofs = root_pos.y + Math::floor(parent_line_width / 2);
						} else {
							if (htotal >= 0) {
								RenderingServer::get_singleton()->canvas_item_add_line(ci, root_pos, Point2i(parent_pos.x + Math::floor(line_width / 2), root_pos.y), theme_cache.relationship_line_color, line_width);
							}
							RenderingServer::get_singleton()->canvas_item_add_line(ci, Point2i(parent_pos.x, root_pos.y + Math::floor(line_width / 2)), Point2i(parent_pos.x, prev_ofs + Math::floor(line_width / 2)), theme_cache.relationship_line_color, line_width);
						}
					}
				}
				prev_ofs = root_pos.y + more_prev_ofs;
			}
			if (child_h < 0) {
				if (htotal == -1) {
					break; 
				}
				if (theme_cache.draw_relationship_lines == 0) {
					return -1; 
				}
				htotal = -1;
				children_pos.y = theme_cache.offset.y + p_draw_size.height;
			} else {
				htotal += child_h;
				children_pos.y += child_h;
			}
			c = c->next;
		}
	}
	return htotal;
}
int Tree::_count_selected_items(TreeItem *p_from) const {