### 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
return;
					}
					uv_create_poly_prev.remove_at(closest);
					uv_create_uv_prev.remove_at(closest);
					if (uv_create_colors_prev.size()) {
						uv_create_colors_prev.remove_at(closest);
					}
					undo_redo->create_action(TTR("Remove 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.remove_at(closest);
						undo_redo->add_do_method(node, "set_bone_weights", i, bonew);
						undo_redo->add_undo_method(node, "set_bone_weights", i, node->get_bone_weights(i));
					}
					undo_redo->add_do_method(node, "set_internal_vertex_count", internal_vertices - 1);
					undo_redo->add_undo_method(node, "set_internal_vertex_count", internal_vertices);
					undo_redo->add_do_method(this, "_update_polygon_editing_state");
					undo_redo->add_undo_method(this, "_update_polygon_editing_state");
					undo_redo->add_do_method(uv_edit_draw, "queue_redraw");
					undo_redo->add_undo_method(uv_edit_draw, "queue_redraw");
					undo_redo->commit_action();
				}
				if (uv_move_current == UV_MODE_EDIT_POINT) {
					if (mb->is_shift_pressed() && mb->is_command_or_control_pressed()) {