### 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
}
				last_cell = cell;
			}
		}
	}
	Array polygons = node->get_polygons();
	Vector<Vector2> uvs;
	if (uv_edit_mode[0]->is_pressed()) { /
		uvs = node->get_uv();
	} else { /
		uvs = node->get_polygon();
	}
	const float *weight_r = nullptr;
	if (uv_edit_mode[3]->is_pressed()) {
		int bone_selected = -1;
		for (int i = 0; i < bone_scroll_vb->get_child_count(); i++) {
			CheckBox *c = Object::cast_to<CheckBox>(bone_scroll_vb->get_child(i));
			if (c && c->is_pressed()) {
				bone_selected = i;
				break;
			}
		}
		if (bone_selected != -1 && node->get_bone_weights(bone_selected).size() == uvs.size()) {
			weight_r = node->get_bone_weights(bone_selected).ptr();
		}
	}
	/
	Ref<Texture2D> handle = get_editor_theme_icon(SNAME("EditorPathSharpHandle"));
	Color poly_line_color = Color(0.9, 0.5, 0.5);
	if (polygons.size() || polygon_create.size()) {