You have to understand how the underlying system works. The raw amount of draw calls aren't everything when it comes to performance.
For instance, make a single panel with 50 widgets in. Then set 1 of those widgets to rotate every Update().
Compare that with 2 panels - one with 49 non moving widgets, and one with 1 rotating widgets.
The first will get a huge amount of UIPanel.LateUpdate time spent rebuilding the underlying geometry used to draw with.
A good rule of thumb is, if you have static widgets that never move or all move together, put them in the same panel. If you have widgets that move all the time, keep those apart from the static stuff.
And if you can get away with it, then animate the panels themselves instead of the widgets so the geometry doesn't have to rebuild.