### 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
uint16_t one = Math::make_half_float(1.0f);
						GLuint default_color = (uint32_t(one) << 16) | one;
						GLuint default_custom = (uint32_t(zero) << 16) | zero;
						glVertexAttribI4ui(5, default_color, default_color, default_custom, default_custom);
					}
				}
				GLenum primitive_gl = prim[int(primitive)];
				if (use_index_buffer) {
					glDrawElementsInstanced(primitive_gl, mesh_storage->mesh_surface_get_vertices_drawn_count(surface), mesh_storage->mesh_surface_get_index_type(surface), 0, instance_count);
				} else {
					glDrawArraysInstanced(primitive_gl, 0, mesh_storage->mesh_surface_get_vertices_drawn_count(surface), instance_count);
				}
				glBindBuffer(GL_ARRAY_BUFFER, 0);
				glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
				if (use_instancing) {
					glDisableVertexAttribArray(5);
					glDisableVertexAttribArray(6);
					glDisableVertexAttribArray(7);
					glDisableVertexAttribArray(8);
				}
			}
		} break;
		case Item::Command::TYPE_TRANSFORM:
		case Item::Command::TYPE_CLIP_IGNORE:
		case Item::Command::TYPE_ANIMATION_SLICE: {
			
		} break;
	}
}
void RasterizerCanvasGLES3::_add_to_batch(uint32_t &r_index, bool &r_batch_broken) {