### 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
undo_redo->add_undo_method(uv_edit_draw, "queue_redraw");
								undo_redo->commit_action();
							} break;
							default: {
							} break;
						}
					}
					uv_drag = false;
				}
				if (bone_painting) {
					undo_redo->create_action(TTR("Paint Bone Weights"));
					undo_redo->add_do_method(node, "set_bone_weights", bone_painting_bone, node->get_bone_weights(bone_painting_bone));
					undo_redo->add_undo_method(node, "set_bone_weights", bone_painting_bone, prev_weights);
					undo_redo->add_do_method(uv_edit_draw, "queue_redraw");
					undo_redo->add_undo_method(uv_edit_draw, "queue_redraw");
					undo_redo->commit_action();
					bone_painting = false;
				}
			}
		} else if (mb->get_button_index() == MouseButton::RIGHT && mb->is_pressed()) {
			_cancel_editing();
			if (bone_painting) {
				node->set_bone_weights(bone_painting_bone, prev_weights);
			}
			uv_edit_draw->queue_redraw();
		}
	}
	Ref<InputEventMouseMotion> mm = p_input;
	if (mm.is_valid()) {
		if (uv_drag) {