### Godot version

4 beta 10

### System information

win 11

### Issue description

So I have a very skinny tileset image. When I try to make a tile at the top of the image, it jumps down to some where in the middle. Why does it do this?

### Steps to reproduce

make a tileset with a skinny image

### Minimal reproduction project

none
}
		
		if (separation.x > 0 || separation.y > 0) {
			for (int i = 0; i < tile_set_atlas_source->get_tiles_count(); i++) {
				Vector2i atlas_coords = tile_set_atlas_source->get_tile_id(i);
				for (int frame = 0; frame < tile_set_atlas_source->get_tile_animation_frames_count(atlas_coords); frame++) {
					
					Rect2i base_frame_rect = tile_set_atlas_source->get_tile_texture_region(atlas_coords, frame);
					if (separation.x > 0) {
						Rect2i right_sep_rect = Rect2i(base_frame_rect.get_position() + Vector2i(base_frame_rect.size.x, 0), Vector2i(separation.x, base_frame_rect.size.y));
						right_sep_rect = right_sep_rect.intersection(Rect2i(Vector2(), texture->get_size()));
						if (right_sep_rect.size.x > 0 && right_sep_rect.size.y > 0) {
							
							base_tiles_draw->draw_rect(right_sep_rect, Color(0.0, 0.0, 0.0, 0.5));
						}
					}
					if (separation.y > 0) {
						Rect2i bottom_sep_rect = Rect2i(base_frame_rect.get_position() + Vector2i(0, base_frame_rect.size.y), Vector2i(base_frame_rect.size.x + separation.x, separation.y));
						bottom_sep_rect = bottom_sep_rect.intersection(Rect2i(Vector2(), texture->get_size()));
						if (bottom_sep_rect.size.x > 0 && bottom_sep_rect.size.y > 0) {
							
							base_tiles_draw->draw_rect(bottom_sep_rect, Color(0.0, 0.0, 0.0, 0.5));
						}
					}
				}
			}
		}
	}
}
void TileAtlasView::_draw_base_tiles_texture_grid() {