### 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_method(Node3DEditor::get_singleton(), SceneStringNames::get_singleton()->_request_gizmo, mi);
	ur->add_do_reference(mi);
	ur->add_undo_method(node, "remove_child", mi);
	ur->commit_action();
}
void MeshInstance3DEditor::_bind_methods() {
}
MeshInstance3DEditor::MeshInstance3DEditor() {
	options = memnew(MenuButton);
	options->set_switch_on_hover(true);
	Node3DEditor::get_singleton()->add_control_to_menu_panel(options);
	options->set_text(TTR("Mesh"));
	options->set_icon(EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("MeshInstance3D"), SNAME("EditorIcons")));
	options->get_popup()->add_item(TTR("Create Trimesh Static Body"), MENU_OPTION_CREATE_STATIC_TRIMESH_BODY);
	options->get_popup()->set_item_tooltip(-1, TTR("Creates a StaticBody3D and assigns a polygon-based collision shape to it automatically.\nThis is the most accurate (but slowest) option for collision detection."));
	options->get_popup()->add_separator();
	options->get_popup()->add_item(TTR("Create Trimesh Collision Sibling"), MENU_OPTION_CREATE_TRIMESH_COLLISION_SHAPE);
	options->get_popup()->set_item_tooltip(-1, TTR("Creates a polygon-based collision shape.\nThis is the most accurate (but slowest) option for collision detection."));
	options->get_popup()->add_item(TTR("Create Single Convex Collision Sibling"), MENU_OPTION_CREATE_SINGLE_CONVEX_COLLISION_SHAPE);
	options->get_popup()->set_item_tooltip(-1, TTR("Creates a single convex collision shape.\nThis is the fastest (but least accurate) option for collision detection."));
	options->get_popup()->add_item(TTR("Create Simplified Convex Collision Sibling"), MENU_OPTION_CREATE_SIMPLIFIED_CONVEX_COLLISION_SHAPE);
	options->get_popup()->set_item_tooltip(-1, TTR("Creates a simplified convex collision shape.\nThis is similar to single collision shape, but can result in a simpler geometry in some cases, at the cost of accuracy."));
	options->get_popup()->add_item(TTR("Create Multiple Convex Collision Siblings"), MENU_OPTION_CREATE_MULTIPLE_CONVEX_COLLISION_SHAPES);
	options->get_popup()->set_item_tooltip(-1, TTR("Creates a polygon-based collision shape.\nThis is a performance middle-ground between a single convex collision and a polygon-based collision."));
	options->get_popup()->add_separator();
	options->get_popup()->add_item(TTR("Create Navigation Mesh"), MENU_OPTION_CREATE_NAVMESH);
	options->get_popup()->add_separator();
	options->get_popup()->add_item(TTR("Create Outline Mesh..."), MENU_OPTION_CREATE_OUTLINE_MESH);
	options->get_popup()->set_item_tooltip(options->get_popup()->get_item_count() - 1, TTR("Creates a static outline mesh. The outline mesh will have its normals flipped automatically.\nThis can be used instead of the StandardMaterial Grow property when using that property isn't possible."));
	options->get_popup()->add_item(TTR("Create Debug Tangents"), MENU_OPTION_CREATE_DEBUG_TANGENTS);