### 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<ConcavePolygonShape3D> shape = m->create_trimesh_shape();
				if (shape.is_null()) {
					continue;
				}
				CollisionShape3D *cshape = memnew(CollisionShape3D);
				cshape->set_shape(shape);
				StaticBody3D *body = memnew(StaticBody3D);
				body->add_child(cshape, true);
				Node *owner = get_tree()->get_edited_scene_root();
				ur->add_do_method(instance, "add_child", body, true);
				ur->add_do_method(body, "set_owner", owner);
				ur->add_do_method(cshape, "set_owner", owner);
				ur->add_do_method(Node3DEditor::get_singleton(), SceneStringNames::get_singleton()->_request_gizmo, body);
				ur->add_do_method(Node3DEditor::get_singleton(), SceneStringNames::get_singleton()->_request_gizmo, cshape);
				ur->add_do_reference(body);
				ur->add_undo_method(instance, "remove_child", body);
			}
			ur->commit_action();
		} break;
		case MENU_OPTION_CREATE_TRIMESH_COLLISION_SHAPE: {
			if (node == get_tree()->get_edited_scene_root()) {
				err_dialog->set_text(TTR("This doesn't work on scene root!"));
				err_dialog->popup_centered();
				return;
			}
			Ref<ConcavePolygonShape3D> shape = mesh->create_trimesh_shape();
			if (shape.is_null()) {
				return;
			}
			CollisionShape3D *cshape = memnew(CollisionShape3D);