### Godot version

4.0.rc6.mono.official

### System information

macOS 12.0.1

### Issue description

Just a minor visual issue.

When opening an empty directory the focus highlight is drawn incorrectly. It looks like the UI is drawing a smaller rectangle within the main rect:
<img width="1058" alt="Bildschirmfoto 2023-02-28 um 14 13 31" src="https://user-images.githubusercontent.com/11627131/221868794-7450606d-e758-4104-8f33-182d9779d7f8.png">


This behavior also changes when you hover over other items in the view, so I'm not sure if this a general issue with the focus highlighting or just an issue in the directory view:
<img width="1052" alt="Bildschirmfoto 2023-02-28 um 14 32 54" src="https://user-images.githubusercontent.com/11627131/221869308-4756f26e-cda2-4057-be1e-7439030895dc.png">


### Steps to reproduce

1. New Project
2. Browse
3. Create Folder
4. Click or Tab to set focus on the empty directory view

### Minimal reproduction project

N/A
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_data_buffer_index].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);
	}
	glActiveTexture(GL_TEXTURE0 + GLES3::Config::get_singleton()->max_texture_image_units - 5);
	glBindTexture(GL_TEXTURE_2D, texture_storage->render_target_get_sdf_texture(p_to_render_target));
	{
		state.default_filter = p_default_filter;
		state.default_repeat = p_default_repeat;
	}
	Size2 render_target_size = texture_storage->render_target_get_size(p_to_render_target);
	glViewport(0, 0, render_target_size.x, render_target_size.y);
	r_sdf_used = false;