### 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_drag_from = tuv;
						}
						node->set_polygon(points_prev);
						node->set_uv(points_prev);
					}
					CanvasItemEditor::get_singleton()->update_viewport();
				}
				if (uv_move_current == UV_MODE_CREATE_INTERNAL) {
					uv_create_uv_prev = node->get_uv();
					uv_create_poly_prev = node->get_polygon();
					uv_create_colors_prev = node->get_vertex_colors();
					uv_create_bones_prev = node->call("_get_bones");
					int internal_vertices = node->get_internal_vertex_count();
					Vector2 pos = mtx.affine_inverse().xform(snap_point(mb->get_position()));
					uv_create_poly_prev.push_back(pos);
					uv_create_uv_prev.push_back(pos);
					if (uv_create_colors_prev.size()) {
						uv_create_colors_prev.push_back(Color(1, 1, 1));
					}
					undo_redo->create_action(TTR("Create Internal Vertex"));
					undo_redo->add_do_method(node, "set_uv", uv_create_uv_prev);
					undo_redo->add_undo_method(node, "set_uv", node->get_uv());
					undo_redo->add_do_method(node, "set_polygon", uv_create_poly_prev);
					undo_redo->add_undo_method(node, "set_polygon", node->get_polygon());
					undo_redo->add_do_method(node, "set_vertex_colors", uv_create_colors_prev);
					undo_redo->add_undo_method(node, "set_vertex_colors", node->get_vertex_colors());
					for (int i = 0; i < node->get_bone_count(); i++) {
						Vector<float> bonew = node->get_bone_weights(i);
						bonew.push_back(0);
						undo_redo->add_do_method(node, "set_bone_weights", i, bonew);