### 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)

normal_transform.columns[1].normalize();
		normal_transform.columns[2] = Vector2();
		_update_transform_2d_to_mat4(normal_transform, state_buffer.canvas_normal_transform);
		state_buffer.canvas_modulate[0] = p_modulate.r;
		state_buffer.canvas_modulate[1] = p_modulate.g;
		state_buffer.canvas_modulate[2] = p_modulate.b;
		state_buffer.canvas_modulate[3] = p_modulate.a;
		Size2 render_target_size = texture_storage->render_target_get_size(p_to_render_target);
		state_buffer.screen_pixel_size[0] = 1.0 / render_target_size.x;
		state_buffer.screen_pixel_size[1] = 1.0 / render_target_size.y;
		state_buffer.time = state.time;
		state_buffer.use_pixel_snap = p_snap_2d_vertices_to_pixel;
		state_buffer.directional_light_count = directional_light_count;
		Vector2 canvas_scale = p_canvas_transform.get_scale();
		state_buffer.sdf_to_screen[0] = render_target_size.width / canvas_scale.x;
		state_buffer.sdf_to_screen[1] = render_target_size.height / canvas_scale.y;
		state_buffer.screen_to_sdf[0] = 1.0 / state_buffer.sdf_to_screen[0];
		state_buffer.screen_to_sdf[1] = 1.0 / state_buffer.sdf_to_screen[1];
		Rect2 sdf_rect = texture_storage->render_target_get_sdf_rect(p_to_render_target);
		Rect2 sdf_tex_rect(sdf_rect.position / canvas_scale, sdf_rect.size / canvas_scale);
		state_buffer.sdf_to_tex[0] = 1.0 / sdf_tex_rect.size.width;
		state_buffer.sdf_to_tex[1] = 1.0 / sdf_tex_rect.size.height;
		state_buffer.sdf_to_tex[2] = -sdf_tex_rect.position.x / sdf_tex_rect.size.width;
		state_buffer.sdf_to_tex[3] = -sdf_tex_rect.position.y / sdf_tex_rect.size.height;
		state_buffer.tex_to_sdf = 1.0 / ((canvas_scale.x + canvas_scale.y) * 0.5);
		glBindBufferBase(GL_UNIFORM_BUFFER, BASE_UNIFORM_LOCATION, state.canvas_instance_data_buffers[state.current_buffer].state_ubo);
		glBufferData(GL_UNIFORM_BUFFER, sizeof(StateBuffer), &state_buffer, GL_STREAM_DRAW);
		GLuint global_buffer = material_storage->global_shader_parameters_get_uniform_buffer();
		glBindBufferBase(GL_UNIFORM_BUFFER, GLOBAL_UNIFORM_LOCATION, global_buffer);
		glBindBuffer(GL_UNIFORM_BUFFER, 0);