### Godot version

4.0.beta15

### System information

windows 10, nvidia graphics, opengl backend

### Issue description

When using a TileSetAtlasSource on a TileSet with dimensions greater than 799x799 and selecting the Tiles tab in the TileSet editor, all tabs in the right editor panel disappear.

This is likely a regression of https://github.com/godotengine/godot/issues/67942

### Steps to reproduce

see attached video:

https://user-images.githubusercontent.com/5783414/215139823-f78e94c5-5199-452e-b601-76ec0f680748.mp4


### Minimal reproduction project

[LikelyRegressionOf67942.zip](https://github.com/godotengine/godot/files/10520933/LikelyRegressionOf67942.zip)

ClassDB::bind_method(D_METHOD("voxel_gi_set_propagation", "voxel_gi", "amount"), &RenderingServer::voxel_gi_set_propagation);
	ClassDB::bind_method(D_METHOD("voxel_gi_set_energy", "voxel_gi", "energy"), &RenderingServer::voxel_gi_set_energy);
	ClassDB::bind_method(D_METHOD("voxel_gi_set_baked_exposure_normalization", "voxel_gi", "baked_exposure"), &RenderingServer::voxel_gi_set_baked_exposure_normalization);
	ClassDB::bind_method(D_METHOD("voxel_gi_set_bias", "voxel_gi", "bias"), &RenderingServer::voxel_gi_set_bias);
	ClassDB::bind_method(D_METHOD("voxel_gi_set_normal_bias", "voxel_gi", "bias"), &RenderingServer::voxel_gi_set_normal_bias);
	ClassDB::bind_method(D_METHOD("voxel_gi_set_interior", "voxel_gi", "enable"), &RenderingServer::voxel_gi_set_interior);
	ClassDB::bind_method(D_METHOD("voxel_gi_set_use_two_bounces", "voxel_gi", "enable"), &RenderingServer::voxel_gi_set_use_two_bounces);
	ClassDB::bind_method(D_METHOD("voxel_gi_set_quality", "quality"), &RenderingServer::voxel_gi_set_quality);
	BIND_ENUM_CONSTANT(VOXEL_GI_QUALITY_LOW);
	BIND_ENUM_CONSTANT(VOXEL_GI_QUALITY_HIGH);
	
	ClassDB::bind_method(D_METHOD("lightmap_create"), &RenderingServer::lightmap_create);
	ClassDB::bind_method(D_METHOD("lightmap_set_textures", "lightmap", "light", "uses_sh"), &RenderingServer::lightmap_set_textures);
	ClassDB::bind_method(D_METHOD("lightmap_set_probe_bounds", "lightmap", "bounds"), &RenderingServer::lightmap_set_probe_bounds);
	ClassDB::bind_method(D_METHOD("lightmap_set_probe_interior", "lightmap", "interior"), &RenderingServer::lightmap_set_probe_interior);
	ClassDB::bind_method(D_METHOD("lightmap_set_probe_capture_data", "lightmap", "points", "point_sh", "tetrahedra", "bsp_tree"), &RenderingServer::lightmap_set_probe_capture_data);
	ClassDB::bind_method(D_METHOD("lightmap_get_probe_capture_points", "lightmap"), &RenderingServer::lightmap_get_probe_capture_points);
	ClassDB::bind_method(D_METHOD("lightmap_get_probe_capture_sh", "lightmap"), &RenderingServer::lightmap_get_probe_capture_sh);
	ClassDB::bind_method(D_METHOD("lightmap_get_probe_capture_tetrahedra", "lightmap"), &RenderingServer::lightmap_get_probe_capture_tetrahedra);
	ClassDB::bind_method(D_METHOD("lightmap_get_probe_capture_bsp_tree", "lightmap"), &RenderingServer::lightmap_get_probe_capture_bsp_tree);
	ClassDB::bind_method(D_METHOD("lightmap_set_baked_exposure_normalization", "lightmap", "baked_exposure"), &RenderingServer::lightmap_set_baked_exposure_normalization);
	ClassDB::bind_method(D_METHOD("lightmap_set_probe_capture_update_speed", "speed"), &RenderingServer::lightmap_set_probe_capture_update_speed);
	
	ClassDB::bind_method(D_METHOD("particles_create"), &RenderingServer::particles_create);
	ClassDB::bind_method(D_METHOD("particles_set_mode", "particles", "mode"), &RenderingServer::particles_set_mode);
	ClassDB::bind_method(D_METHOD("particles_set_emitting", "particles", "emitting"), &RenderingServer::particles_set_emitting);
	ClassDB::bind_method(D_METHOD("particles_get_emitting", "particles"), &RenderingServer::particles_get_emitting);
	ClassDB::bind_method(D_METHOD("particles_set_amount", "particles", "amount"), &RenderingServer::particles_set_amount);
	ClassDB::bind_method(D_METHOD("particles_set_lifetime", "particles", "lifetime"), &RenderingServer::particles_set_lifetime);
	ClassDB::bind_method(D_METHOD("particles_set_one_shot", "particles", "one_shot"), &RenderingServer::particles_set_one_shot);