### 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
particles_storage->particles_request_process(particles);
				if (particles_storage->particles_is_inactive(particles)) {
					break;
				}
				RenderingServerDefault::redraw_request(); 
				int dpc = particles_storage->particles_get_draw_passes(particles);
				if (dpc == 0) {
					break; 
				}
				instance_count = particles_storage->particles_get_amount(particles);
				instance_buffer = particles_storage->particles_get_gl_buffer(particles);
				instance_stride = 12; 
				instance_color_offset = 8; 
				instance_uses_color = true;
				instance_uses_custom_data = true;
				use_instancing = true;
			}
			ERR_FAIL_COND(mesh.is_null());
			uint32_t surf_count = mesh_storage->mesh_get_surface_count(mesh);
			for (uint32_t j = 0; j < surf_count; j++) {
				void *surface = mesh_storage->mesh_get_surface(mesh, j);
				RS::PrimitiveType primitive = mesh_storage->mesh_surface_get_primitive(surface);
				ERR_CONTINUE(primitive < 0 || primitive >= RS::PRIMITIVE_MAX);
				GLuint vertex_array_gl = 0;
				GLuint index_array_gl = 0;
				uint64_t input_mask = 0; 
				if (mesh_instance.is_valid()) {
					mesh_storage->mesh_instance_surface_get_vertex_arrays_and_format(mesh_instance, j, input_mask, vertex_array_gl);
				} else {
					mesh_storage->mesh_surface_get_vertex_arrays_and_format(surface, input_mask, vertex_array_gl);