### 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
p_mat4[0] = p_transform.basis.rows[0][0];
	p_mat4[1] = p_transform.basis.rows[1][0];
	p_mat4[2] = p_transform.basis.rows[2][0];
	p_mat4[3] = 0;
	p_mat4[4] = p_transform.basis.rows[0][1];
	p_mat4[5] = p_transform.basis.rows[1][1];
	p_mat4[6] = p_transform.basis.rows[2][1];
	p_mat4[7] = 0;
	p_mat4[8] = p_transform.basis.rows[0][2];
	p_mat4[9] = p_transform.basis.rows[1][2];
	p_mat4[10] = p_transform.basis.rows[2][2];
	p_mat4[11] = 0;
	p_mat4[12] = p_transform.origin.x;
	p_mat4[13] = p_transform.origin.y;
	p_mat4[14] = p_transform.origin.z;
	p_mat4[15] = 1;
}
void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_item_list, const Color &p_modulate, Light *p_light_list, Light *p_directional_light_list, const Transform2D &p_canvas_transform, RS::CanvasItemTextureFilter p_default_filter, RS::CanvasItemTextureRepeat p_default_repeat, bool p_snap_2d_vertices_to_pixel, bool &r_sdf_used) {
	GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton();
	GLES3::MaterialStorage *material_storage = GLES3::MaterialStorage::get_singleton();
	GLES3::MeshStorage *mesh_storage = GLES3::MeshStorage::get_singleton();
	Transform2D canvas_transform_inverse = p_canvas_transform.affine_inverse();
	
	reset_canvas();
	if (state.canvas_instance_data_buffers[state.current_data_buffer_index].fence != GLsync()) {
		GLint syncStatus;
		glGetSynciv(state.canvas_instance_data_buffers[state.current_data_buffer_index].fence, GL_SYNC_STATUS, 1, nullptr, &syncStatus);
		if (syncStatus == GL_UNSIGNALED) {