### 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 (mb.is_valid()) {
		if (mb->get_button_index() == MouseButton::LEFT) {
			if (mb->is_pressed()) {
				uv_drag_from = snap_point(mb->get_position());
				uv_drag = true;
				points_prev = node->get_uv();
				if (uv_edit_mode[0]->is_pressed()) { /
					points_prev = node->get_uv();
				} else { /
					points_prev = node->get_polygon();
				}
				uv_move_current = uv_mode;
				if (uv_move_current == UV_MODE_CREATE) {
					if (!uv_create) {
						points_prev.clear();
						Vector2 tuv = mtx.affine_inverse().xform(snap_point(mb->get_position()));
						points_prev.push_back(tuv);
						uv_create_to = tuv;
						point_drag_index = 0;
						uv_drag_from = tuv;
						uv_drag = true;
						uv_create = true;
						uv_create_uv_prev = node->get_uv();
						uv_create_poly_prev = node->get_polygon();
						uv_create_prev_internal_vertices = node->get_internal_vertex_count();
						uv_create_colors_prev = node->get_vertex_colors();
						uv_create_bones_prev = node->call("_get_bones");
						polygons_prev = node->get_polygons();
						disable_polygon_editing(false, String());
						node->set_polygon(points_prev);