### Godot version

4.0 beta 10

### System information

Windows 11 Vulkan

### Issue description

Looked through the issues list, but couldn't find something like this, sorry in advance if this has already been reported.

There is a few cases (in the pictures below) where list of Actions in Input Map may not always show a scrollbar even if the actions list overflows (I imagine this could also happen for the widget that Input Map uses).

![image](https://user-images.githubusercontent.com/39958198/210003566-cf60dbaf-921f-485b-b0a9-51ffc28d0244.png)

![New Bitmap image](https://user-images.githubusercontent.com/39958198/210004079-8eb2e6a1-0cf5-4a7c-8905-a4e3cfd0ec5d.png)

![image](https://user-images.githubusercontent.com/39958198/210004165-a6b6790b-248a-4f68-b4d0-b44b25afdf4f.png)

![image](https://user-images.githubusercontent.com/39958198/210004537-aca52194-a464-48b9-b818-24782706de45.png)


### Steps to reproduce

The pictures are clearer than anything I could write here: "a picture is worth 1000 words"

### Minimal reproduction project

N/A
} else {
		int accum = 0;
		for (int i = 0; i < p_column; i++) {
			accum += get_column_width(i);
		}
		r.position.x = accum;
		r.size.x = get_column_width(p_column);
		if (p_button != -1) {
			const TreeItem::Cell &c = p_item->cells[p_column];
			Vector2 ofst = Vector2(r.position.x + r.size.x, r.position.y);
			for (int j = c.buttons.size() - 1; j >= 0; j--) {
				Ref<Texture2D> b = c.buttons[j].texture;
				Size2 size = b->get_size() + theme_cache.button_pressed->get_minimum_size();
				ofst.x -= size.x;
				if (j == p_button) {
					return Rect2(ofst, size);
				}
			}
		}
	}
	return r;
}
void Tree::set_column_titles_visible(bool p_show) {
	if (show_column_titles == p_show) {
		return;
	}
	show_column_titles = p_show;
	queue_redraw();
}
bool Tree::are_column_titles_visible() const {