### 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
tree->item_changed(p_cell, this);
}
void TreeItem::_changed_notify() {
	tree->item_changed(-1, this);
}
void TreeItem::_cell_selected(int p_cell) {
	tree->item_selected(p_cell, this);
}
void TreeItem::_cell_deselected(int p_cell) {
	tree->item_deselected(p_cell, this);
}
void TreeItem::_change_tree(Tree *p_tree) {
	if (p_tree == tree) {
		return;
	}
	TreeItem *c = first_child;
	while (c) {
		c->_change_tree(p_tree);
		c = c->next;
	}
	if (tree) {
		if (tree->root == this) {
			tree->root = nullptr;
		}