### 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
uint32_t h = hash_murmur3_one_32(HashMapHasherDefault::hash(p_edge.a));
		return hash_fmix32(hash_murmur3_one_32(HashMapHasherDefault::hash(p_edge.b), h));
	}
	bool operator==(const MeshInstance3DEditorEdgeSort &p_b) const {
		return a == p_b.a && b == p_b.b;
	}
	MeshInstance3DEditorEdgeSort() {}
	MeshInstance3DEditorEdgeSort(const Vector2 &p_a, const Vector2 &p_b) {
		if (p_a < p_b) {
			a = p_a;
			b = p_b;
		} else {
			b = p_a;
			a = p_b;
		}
	}
};
void MeshInstance3DEditor::_create_uv_lines(int p_layer) {