### 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
Vector2 uv_drag_to = mm->get_position();
			uv_drag_to = snap_point(uv_drag_to); /
			Vector2 drag = mtx.affine_inverse().xform(uv_drag_to) - mtx.affine_inverse().xform(uv_drag_from);
			switch (uv_move_current) {
				case UV_MODE_CREATE: {
					if (uv_create) {
						uv_create_to = mtx.affine_inverse().xform(snap_point(mm->get_position()));
					}
				} break;
				case UV_MODE_EDIT_POINT: {
					Vector<Vector2> uv_new = points_prev;
					uv_new.set(point_drag_index, uv_new[point_drag_index] + drag);
					if (uv_edit_mode[0]->is_pressed()) { /
						node->set_uv(uv_new);
					} else if (uv_edit_mode[1]->is_pressed()) { /
						node->set_polygon(uv_new);
					}
				} break;
				case UV_MODE_MOVE: {
					Vector<Vector2> uv_new = points_prev;
					for (int i = 0; i < uv_new.size(); i++) {
						uv_new.set(i, uv_new[i] + drag);
					}
					if (uv_edit_mode[0]->is_pressed()) { /
						node->set_uv(uv_new);
					} else if (uv_edit_mode[1]->is_pressed()) { /
						node->set_polygon(uv_new);
					}
				} break;
				case UV_MODE_ROTATE: {