### Godot version

Godot 4 beta 12

### System information

Windows 10

### Issue description

![tttttt](https://user-images.githubusercontent.com/43501741/212407759-2e3cfa93-c9c1-4224-a118-2d236b0c5318.png)


### Steps to reproduce

Run a project in Godot 4 beta 12

### Minimal reproduction project

N/A
}
	if (new_scene) {
		if (new_scene->get_parent() != scene_root) {
			scene_root->add_child(new_scene, true);
		}
	}
	Dictionary state = editor_data.restore_edited_scene_state(editor_selection, &editor_history);
	_edit_current(true);
	_update_title();
	_update_scene_tabs();
	call_deferred(SNAME("_set_main_scene_state"), state, get_edited_scene()); 
}
void EditorNode::setup_color_picker(ColorPicker *picker) {
	int default_color_mode = EDITOR_GET("interface/inspector/default_color_picker_mode");
	int picker_shape = EDITOR_GET("interface/inspector/default_color_picker_shape");
	picker->set_color_mode((ColorPicker::ColorModeType)default_color_mode);
	picker->set_picker_shape((ColorPicker::PickerShapeType)picker_shape);
}
bool EditorNode::is_scene_open(const String &p_path) {
	for (int i = 0; i < editor_data.get_edited_scene_count(); i++) {
		if (editor_data.get_scene_path(i) == p_path) {
			return true;
		}
	}
	return false;
}
void EditorNode::fix_dependencies(const String &p_for_file) {
	dependency_fixer->edit(p_for_file);
}
int EditorNode::new_scene() {