### Godot version

4.0 beta 10

### System information

Windows 11 Vulkan

### Issue description

Looked through the issues list, but couldn't find something like this, sorry in advance if this has already been reported.

There is a few cases (in the pictures below) where list of Actions in Input Map may not always show a scrollbar even if the actions list overflows (I imagine this could also happen for the widget that Input Map uses).

![image](https://user-images.githubusercontent.com/39958198/210003566-cf60dbaf-921f-485b-b0a9-51ffc28d0244.png)

![New Bitmap image](https://user-images.githubusercontent.com/39958198/210004079-8eb2e6a1-0cf5-4a7c-8905-a4e3cfd0ec5d.png)

![image](https://user-images.githubusercontent.com/39958198/210004165-a6b6790b-248a-4f68-b4d0-b44b25afdf4f.png)

![image](https://user-images.githubusercontent.com/39958198/210004537-aca52194-a464-48b9-b818-24782706de45.png)


### Steps to reproduce

The pictures are clearer than anything I could write here: "a picture is worth 1000 words"

### Minimal reproduction project

N/A
int col_width = get_column_width(col);
			for (int i = 0; i < col; i++) {
				pos.x -= get_column_width(i);
			}
			for (int j = c.buttons.size() - 1; j >= 0; j--) {
				Ref<Texture2D> b = c.buttons[j].texture;
				Size2 size = b->get_size() + theme_cache.button_pressed->get_minimum_size();
				if (pos.x > col_width - size.width) {
					String tooltip = c.buttons[j].tooltip;
					if (!tooltip.is_empty()) {
						return tooltip;
					}
				}
				col_width -= size.width;
			}
			String ret;
			if (it->get_tooltip_text(col) == "") {
				ret = it->get_text(col);
			} else {
				ret = it->get_tooltip_text(col);
			}
			return ret;
		}
	}
	return Control::get_tooltip(p_pos);
}
void Tree::set_cursor_can_exit_tree(bool p_enable) {
	cursor_can_exit_tree = p_enable;
}
void Tree::set_hide_folding(bool p_hide) {