### 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
uv_move_current = UV_MODE_SCALE;
					} else if (mb->is_shift_pressed()) {
						uv_move_current = UV_MODE_MOVE;
					} else if (mb->is_command_or_control_pressed()) {
						uv_move_current = UV_MODE_ROTATE;
					}
				}
				if (uv_move_current == UV_MODE_EDIT_POINT) {
					point_drag_index = -1;
					for (int i = 0; i < points_prev.size(); i++) {
						Vector2 tuv = mtx.xform(points_prev[i]);
						if (tuv.distance_to(mb->get_position()) < 8) {
							uv_drag_from = tuv;
							point_drag_index = i;
						}
					}
					if (point_drag_index == -1) {
						uv_drag = false;
					}
				}
				if (uv_move_current == UV_MODE_ADD_POLYGON) {
					int closest = -1;
					real_t closest_dist = 1e20;
					for (int i = 0; i < points_prev.size(); i++) {
						Vector2 tuv = mtx.xform(points_prev[i]);
						real_t dist = tuv.distance_to(mb->get_position());
						if (dist < 8 && dist < closest_dist) {
							closest = i;
							closest_dist = dist;
						}