### 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)

if ((format & RS::ARRAY_FORMAT_VERTEX) == 0 && !(format & RS::ARRAY_FLAG_USES_EMPTY_VERTEX_ARRAY)) {
		ERR_PRINT("Mesh created without vertex array. This mesh will not be visible with the default shader. If using an empty vertex array is intentional, create the mesh with the ARRAY_FLAG_USES_EMPTY_VERTEX_ARRAY flag to silence this error.");
		
		format |= RS::ARRAY_FLAG_USES_EMPTY_VERTEX_ARRAY;
	}
	int vertex_array_size = vertex_element_size * array_len;
	int attrib_array_size = attrib_element_size * array_len;
	int skin_array_size = skin_element_size * array_len;
	int index_array_size = offsets[RS::ARRAY_INDEX] * index_array_len;
	Vector<uint8_t> vertex_array;
	vertex_array.resize(vertex_array_size);
	Vector<uint8_t> attrib_array;
	attrib_array.resize(attrib_array_size);
	Vector<uint8_t> skin_array;
	skin_array.resize(skin_array_size);
	Vector<uint8_t> index_array;
	index_array.resize(index_array_size);
	AABB aabb;
	Vector<AABB> bone_aabb;
	Error err = _surface_set_data(p_arrays, format, offsets, vertex_element_size, attrib_element_size, skin_element_size, vertex_array, attrib_array, skin_array, array_len, index_array, index_array_len, aabb, bone_aabb);
	ERR_FAIL_COND_V_MSG(err != OK, ERR_INVALID_DATA, "Invalid array format for surface.");
	Vector<uint8_t> blend_shape_data;
	if (p_blend_shapes.size()) {
		uint32_t bs_format = format & RS::ARRAY_FORMAT_BLEND_SHAPE_MASK;
		for (int i = 0; i < p_blend_shapes.size(); i++) {
			Vector<uint8_t> vertex_array_shape;
			vertex_array_shape.resize(vertex_array_size);
			Vector<uint8_t> noindex;
			Vector<uint8_t> noattrib;
			Vector<uint8_t> noskin;