### 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
Ref<Mesh> mesh = node->get_mesh();
	ERR_FAIL_COND(!mesh.is_valid());
	HashSet<MeshInstance3DEditorEdgeSort, MeshInstance3DEditorEdgeSort> edges;
	uv_lines.clear();
	for (int i = 0; i < mesh->get_surface_count(); i++) {
		if (mesh->surface_get_primitive_type(i) != Mesh::PRIMITIVE_TRIANGLES) {
			continue;
		}
		Array a = mesh->surface_get_arrays(i);
		Vector<Vector2> uv = a[p_layer == 0 ? Mesh::ARRAY_TEX_UV : Mesh::ARRAY_TEX_UV2];
		if (uv.size() == 0) {
			err_dialog->set_text(vformat(TTR("Mesh has no UV in layer %d."), p_layer + 1));
			err_dialog->popup_centered();
			return;
		}
		const Vector2 *r = uv.ptr();
		Vector<int> indices = a[Mesh::ARRAY_INDEX];
		const int *ri = nullptr;
		int ic;
		if (indices.size()) {
			ic = indices.size();
			ri = indices.ptr();
		} else {
			ic = uv.size();
		}
		for (int j = 0; j < ic; j += 3) {
			for (int k = 0; k < 3; k++) {