### Godot version

6ca1bf9589404b7643d8bf6cfb114dacf537f67b

### System information

PopOS 22.04 

### Issue description

The lines drawn to show what the UV1 or UV2 maps look like are way too thick and end up taking up the entire viewport. 

_Beta 13_
![Screenshot from 2023-01-18 13-18-38](https://user-images.githubusercontent.com/16521339/213297096-2e164dc7-355a-4266-821b-99ff21853a77.png)

_Master with a8cbb6245b53955883d8cbeee43524f7bf9fa4af reverted (looks the same in beta 12 and below_
![Screenshot from 2023-01-18 13-16-51](https://user-images.githubusercontent.com/16521339/213297100-415ffde1-972b-428f-b847-5aa64a32c7d2.png)

Regression introduced by https://github.com/godotengine/godot/pull/69851
cc @dalexeev 

Fix is probably going to be removing the editor scaling here: https://github.com/godotengine/godot/blob/6ca1bf9589404b7643d8bf6cfb114dacf537f67b/editor/plugins/mesh_instance_3d_editor_plugin.cpp#L463

### Steps to reproduce

Click on an object with at least a UV map then select "mesh > View UV1"

### Minimal reproduction project

Not project specific
ur->add_do_reference(node);
			ur->add_do_reference(mesh2.ptr());
			ur->add_undo_method(node, "set_mesh", mesh2);
			ur->add_undo_reference(unwrapped_mesh.ptr());
			ur->commit_action();
		} break;
		case MENU_OPTION_DEBUG_UV1: {
			Ref<Mesh> mesh2 = node->get_mesh();
			if (!mesh2.is_valid()) {
				err_dialog->set_text(TTR("No mesh to debug."));
				err_dialog->popup_centered();
				return;
			}
			_create_uv_lines(0);
		} break;
		case MENU_OPTION_DEBUG_UV2: {
			Ref<Mesh> mesh2 = node->get_mesh();
			if (!mesh2.is_valid()) {
				err_dialog->set_text(TTR("No mesh to debug."));
				err_dialog->popup_centered();
				return;
			}
			_create_uv_lines(1);
		} break;
	}
}
struct MeshInstance3DEditorEdgeSort {
	Vector2 a;
	Vector2 b;
	static uint32_t hash(const MeshInstance3DEditorEdgeSort &p_edge) {