### 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)

BIND_ENUM_CONSTANT(TEXTURE_LAYERED_CUBEMAP_ARRAY);
	BIND_ENUM_CONSTANT(CUBEMAP_LAYER_LEFT);
	BIND_ENUM_CONSTANT(CUBEMAP_LAYER_RIGHT);
	BIND_ENUM_CONSTANT(CUBEMAP_LAYER_BOTTOM);
	BIND_ENUM_CONSTANT(CUBEMAP_LAYER_TOP);
	BIND_ENUM_CONSTANT(CUBEMAP_LAYER_FRONT);
	BIND_ENUM_CONSTANT(CUBEMAP_LAYER_BACK);
	
	ClassDB::bind_method(D_METHOD("shader_create"), &RenderingServer::shader_create);
	ClassDB::bind_method(D_METHOD("shader_set_code", "shader", "code"), &RenderingServer::shader_set_code);
	ClassDB::bind_method(D_METHOD("shader_set_path_hint", "shader", "path"), &RenderingServer::shader_set_path_hint);
	ClassDB::bind_method(D_METHOD("shader_get_code", "shader"), &RenderingServer::shader_get_code);
	ClassDB::bind_method(D_METHOD("get_shader_parameter_list", "shader"), &RenderingServer::_shader_get_shader_parameter_list);
	ClassDB::bind_method(D_METHOD("shader_get_parameter_default", "shader", "name"), &RenderingServer::shader_get_parameter_default);
	ClassDB::bind_method(D_METHOD("shader_set_default_texture_parameter", "shader", "name", "texture", "index"), &RenderingServer::shader_set_default_texture_parameter, DEFVAL(0));
	ClassDB::bind_method(D_METHOD("shader_get_default_texture_parameter", "shader", "name", "index"), &RenderingServer::shader_get_default_texture_parameter, DEFVAL(0));
	BIND_ENUM_CONSTANT(SHADER_SPATIAL);
	BIND_ENUM_CONSTANT(SHADER_CANVAS_ITEM);
	BIND_ENUM_CONSTANT(SHADER_PARTICLES);
	BIND_ENUM_CONSTANT(SHADER_SKY);
	BIND_ENUM_CONSTANT(SHADER_FOG);
	BIND_ENUM_CONSTANT(SHADER_MAX);
	
	ClassDB::bind_method(D_METHOD("material_create"), &RenderingServer::material_create);
	ClassDB::bind_method(D_METHOD("material_set_shader", "shader_material", "shader"), &RenderingServer::material_set_shader);
	ClassDB::bind_method(D_METHOD("material_set_param", "material", "parameter", "value"), &RenderingServer::material_set_param);
	ClassDB::bind_method(D_METHOD("material_get_param", "material", "parameter"), &RenderingServer::material_get_param);
	ClassDB::bind_method(D_METHOD("material_set_render_priority", "material", "priority"), &RenderingServer::material_set_render_priority);
	ClassDB::bind_method(D_METHOD("material_set_next_pass", "material", "next_material"), &RenderingServer::material_set_next_pass);
	BIND_CONSTANT(MATERIAL_RENDER_PRIORITY_MIN);