### 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
MeshInstance3DEditorEdgeSort edge;
				if (ri) {
					edge.a = r[ri[j + k]];
					edge.b = r[ri[j + ((k + 1) % 3)]];
				} else {
					edge.a = r[j + k];
					edge.b = r[j + ((k + 1) % 3)];
				}
				if (edges.has(edge)) {
					continue;
				}
				uv_lines.push_back(edge.a);
				uv_lines.push_back(edge.b);
				edges.insert(edge);
			}
		}
	}
	debug_uv_dialog->popup_centered();
}
void MeshInstance3DEditor::_debug_uv_draw() {
	if (uv_lines.size() == 0) {
		return;
	}
	debug_uv->set_clip_contents(true);
	debug_uv->draw_rect(Rect2(Vector2(), debug_uv->get_size()), get_theme_color(SNAME("dark_color_3"), SNAME("Editor")));
	debug_uv->draw_set_transform(Vector2(), 0, debug_uv->get_size());
	
	debug_uv->draw_multiline(uv_lines, get_theme_color(SNAME("mono_color"), SNAME("Editor")) * Color(1, 1, 1, 0.5), Math::round(EDSCALE));
}
void MeshInstance3DEditor::_create_outline_mesh() {