### Godot version

4.0 rc6

### System information

win 11

### Issue description

UV tab

![image](https://user-images.githubusercontent.com/69117768/221976102-1b61dc27-d104-447c-9baf-bfe82c1e1790.png)

other tabs

![image](https://user-images.githubusercontent.com/69117768/221976126-09e32e2c-f63d-4728-ac56-e50d65b3ef1e.png)


### Steps to reproduce

make a polygon from a sprite

### Minimal reproduction project

n/A
if (!is_visible()) {
				uv_edit->hide();
			}
		} break;
	}
}
void Polygon2DEditor::_sync_bones() {
	Skeleton2D *skeleton = nullptr;
	if (!node->has_node(node->get_skeleton())) {
		error->set_text(TTR("The skeleton property of the Polygon2D does not point to a Skeleton2D node"));
		error->popup_centered();
	} else {
		Node *sn = node->get_node(node->get_skeleton());
		skeleton = Object::cast_to<Skeleton2D>(sn);
	}
	Array prev_bones = node->call("_get_bones");
	node->clear_bones();
	if (!skeleton) {
		error->set_text(TTR("The skeleton property of the Polygon2D does not point to a Skeleton2D node"));
		error->popup_centered();
	} else {
		for (int i = 0; i < skeleton->get_bone_count(); i++) {
			NodePath path = skeleton->get_path_to(skeleton->get_bone(i));
			Vector<float> weights;
			int wc = node->get_polygon().size();
			for (int j = 0; j < prev_bones.size(); j += 2) {
				NodePath pvp = prev_bones[j];
				Vector<float> pv = prev_bones[j + 1];
				if (pvp == path && pv.size() == wc) {
					weights = pv;