### 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
}
		click_handled = false;
		Ref<InputEventMouseButton> mb;
		mb.instantiate();
		int x_limit = get_size().width - theme_cache.panel_style->get_minimum_size().width;
		if (v_scroll->is_visible()) {
			x_limit -= v_scroll->get_minimum_size().width;
		}
		cache.rtl = is_layout_rtl();
		propagate_mouse_activated = false; 
		blocked++;
		propagate_mouse_event(pos + theme_cache.offset, 0, 0, x_limit + theme_cache.offset.width, false, root, MouseButton::LEFT, mb);
		blocked--;
		if (range_click_timer->is_one_shot()) {
			range_click_timer->set_wait_time(0.05);
			range_click_timer->set_one_shot(false);
			range_click_timer->start();
		}
		if (!click_handled) {
			range_click_timer->stop();
		}
		if (propagate_mouse_activated) {
			emit_signal(SNAME("item_activated"));
			propagate_mouse_activated = false;
		}
	} else {
		range_click_timer->stop();
	}
}
int Tree::propagate_mouse_event(const Point2i &p_pos, int x_ofs, int y_ofs, int x_limit, bool p_double_click, TreeItem *p_item, MouseButton p_button, const Ref<InputEventWithModifiers> &p_mod) {