### 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
ERR_FAIL_INDEX(p_column, columns.size());
	if (columns[p_column].expand == p_expand) {
		return;
	}
	columns.write[p_column].expand = p_expand;
	queue_redraw();
}
void Tree::set_column_expand_ratio(int p_column, int p_ratio) {
	ERR_FAIL_INDEX(p_column, columns.size());
	if (columns[p_column].expand_ratio == p_ratio) {
		return;
	}
	columns.write[p_column].expand_ratio = p_ratio;
	queue_redraw();
}
void Tree::set_column_clip_content(int p_column, bool p_fit) {
	ERR_FAIL_INDEX(p_column, columns.size());
	if (columns[p_column].clip_content == p_fit) {
		return;
	}
	columns.write[p_column].clip_content = p_fit;
	queue_redraw();
}
bool Tree::is_column_expanding(int p_column) const {