### 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 (p_emit_signal) {
		current->tree->emit_signal(SNAME("check_propagated_to_item"), current, p_column);
	}
	current->_propagate_check_through_parents(p_column, p_emit_signal);
}
void TreeItem::set_text(int p_column, String p_text) {
	ERR_FAIL_INDEX(p_column, cells.size());
	if (cells[p_column].text == p_text) {
		return;
	}
	cells.write[p_column].text = p_text;
	cells.write[p_column].dirty = true;
	if (cells[p_column].mode == TreeItem::CELL_MODE_RANGE) {
		Vector<String> strings = p_text.split(",");
		cells.write[p_column].min = INT_MAX;
		cells.write[p_column].max = INT_MIN;
		for (int i = 0; i < strings.size(); i++) {
			int value = i;
			if (!strings[i].get_slicec(':', 1).is_empty()) {
				value = strings[i].get_slicec(':', 1).to_int();
			}
			cells.write[p_column].min = MIN(cells[p_column].min, value);
			cells.write[p_column].max = MAX(cells[p_column].max, value);
		}
		cells.write[p_column].step = 0;
	}
	cells.write[p_column].cached_minimum_size_dirty = true;
	_changed_notify(p_column);
}
String TreeItem::get_text(int p_column) const {