### 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("particles_set_pre_process_time", "particles", "time"), &RenderingServer::particles_set_pre_process_time);
	ClassDB::bind_method(D_METHOD("particles_set_explosiveness_ratio", "particles", "ratio"), &RenderingServer::particles_set_explosiveness_ratio);
	ClassDB::bind_method(D_METHOD("particles_set_randomness_ratio", "particles", "ratio"), &RenderingServer::particles_set_randomness_ratio);
	ClassDB::bind_method(D_METHOD("particles_set_custom_aabb", "particles", "aabb"), &RenderingServer::particles_set_custom_aabb);
	ClassDB::bind_method(D_METHOD("particles_set_speed_scale", "particles", "scale"), &RenderingServer::particles_set_speed_scale);
	ClassDB::bind_method(D_METHOD("particles_set_use_local_coordinates", "particles", "enable"), &RenderingServer::particles_set_use_local_coordinates);
	ClassDB::bind_method(D_METHOD("particles_set_process_material", "particles", "material"), &RenderingServer::particles_set_process_material);
	ClassDB::bind_method(D_METHOD("particles_set_fixed_fps", "particles", "fps"), &RenderingServer::particles_set_fixed_fps);
	ClassDB::bind_method(D_METHOD("particles_set_interpolate", "particles", "enable"), &RenderingServer::particles_set_interpolate);
	ClassDB::bind_method(D_METHOD("particles_set_fractional_delta", "particles", "enable"), &RenderingServer::particles_set_fractional_delta);
	ClassDB::bind_method(D_METHOD("particles_set_collision_base_size", "particles", "size"), &RenderingServer::particles_set_collision_base_size);
	ClassDB::bind_method(D_METHOD("particles_set_transform_align", "particles", "align"), &RenderingServer::particles_set_transform_align);
	ClassDB::bind_method(D_METHOD("particles_set_trails", "particles", "enable", "length_sec"), &RenderingServer::particles_set_trails);
	ClassDB::bind_method(D_METHOD("particles_set_trail_bind_poses", "particles", "bind_poses"), &RenderingServer::_particles_set_trail_bind_poses);
	ClassDB::bind_method(D_METHOD("particles_is_inactive", "particles"), &RenderingServer::particles_is_inactive);
	ClassDB::bind_method(D_METHOD("particles_request_process", "particles"), &RenderingServer::particles_request_process);
	ClassDB::bind_method(D_METHOD("particles_restart", "particles"), &RenderingServer::particles_restart);
	ClassDB::bind_method(D_METHOD("particles_set_subemitter", "particles", "subemitter_particles"), &RenderingServer::particles_set_subemitter);
	ClassDB::bind_method(D_METHOD("particles_emit", "particles", "transform", "velocity", "color", "custom", "emit_flags"), &RenderingServer::particles_emit);
	ClassDB::bind_method(D_METHOD("particles_set_draw_order", "particles", "order"), &RenderingServer::particles_set_draw_order);
	ClassDB::bind_method(D_METHOD("particles_set_draw_passes", "particles", "count"), &RenderingServer::particles_set_draw_passes);
	ClassDB::bind_method(D_METHOD("particles_set_draw_pass_mesh", "particles", "pass", "mesh"), &RenderingServer::particles_set_draw_pass_mesh);
	ClassDB::bind_method(D_METHOD("particles_get_current_aabb", "particles"), &RenderingServer::particles_get_current_aabb);
	ClassDB::bind_method(D_METHOD("particles_set_emission_transform", "particles", "transform"), &RenderingServer::particles_set_emission_transform);
	BIND_ENUM_CONSTANT(PARTICLES_MODE_2D);
	BIND_ENUM_CONSTANT(PARTICLES_MODE_3D);
	BIND_ENUM_CONSTANT(PARTICLES_TRANSFORM_ALIGN_DISABLED);
	BIND_ENUM_CONSTANT(PARTICLES_TRANSFORM_ALIGN_Z_BILLBOARD);
	BIND_ENUM_CONSTANT(PARTICLES_TRANSFORM_ALIGN_Y_TO_VELOCITY);
	BIND_ENUM_CONSTANT(PARTICLES_TRANSFORM_ALIGN_Z_BILLBOARD_Y_TO_VELOCITY);