### 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
if (p_node == node) {
		node = nullptr;
		options->hide();
	}
}
void MeshInstance3DEditor::edit(MeshInstance3D *p_mesh) {
	node = p_mesh;
}
void MeshInstance3DEditor::_menu_option(int p_option) {
	Ref<Mesh> mesh = node->get_mesh();
	if (mesh.is_null()) {
		err_dialog->set_text(TTR("Mesh is empty!"));
		err_dialog->popup_centered();
		return;
	}
	switch (p_option) {
		case MENU_OPTION_CREATE_STATIC_TRIMESH_BODY: {
			EditorSelection *editor_selection = EditorNode::get_singleton()->get_editor_selection();
			EditorUndoRedoManager *ur = EditorUndoRedoManager::get_singleton();
			List<Node *> selection = editor_selection->get_selected_node_list();
			if (selection.is_empty()) {
				Ref<ConcavePolygonShape3D> shape = mesh->create_trimesh_shape();
				if (shape.is_null()) {