### 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
vwptr[i * 12 + 5] = POLY_HEIGHT;
				vwptr[i * 12 + 6] = lr[i * 2 + 1].x;
				vwptr[i * 12 + 7] = lr[i * 2 + 1].y;
				vwptr[i * 12 + 8] = -POLY_HEIGHT;
				vwptr[i * 12 + 9] = lr[i * 2 + 0].x;
				vwptr[i * 12 + 10] = lr[i * 2 + 0].y;
				vwptr[i * 12 + 11] = -POLY_HEIGHT;
				iwptr[i * 6 + 0] = i * 4 + 0;
				iwptr[i * 6 + 1] = i * 4 + 1;
				iwptr[i * 6 + 2] = i * 4 + 2;
				iwptr[i * 6 + 3] = i * 4 + 2;
				iwptr[i * 6 + 4] = i * 4 + 3;
				iwptr[i * 6 + 5] = i * 4 + 0;
			}
		}
		if (oc->vertex_array == 0) {
			oc->line_point_count = lc;
			glGenVertexArrays(1, &oc->vertex_array);
			glBindVertexArray(oc->vertex_array);
			glGenBuffers(1, &oc->vertex_buffer);
			glBindBuffer(GL_ARRAY_BUFFER, oc->vertex_buffer);
			GLES3::Utilities::get_singleton()->buffer_allocate_data(GL_ARRAY_BUFFER, oc->vertex_buffer, lc * 6 * sizeof(float), geometry.ptr(), GL_STATIC_DRAW, "Occluder polygon vertex buffer");
			glEnableVertexAttribArray(RS::ARRAY_VERTEX);
			glVertexAttribPointer(RS::ARRAY_VERTEX, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), nullptr);
			glGenBuffers(1, &oc->index_buffer);
			glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, oc->index_buffer);
			GLES3::Utilities::get_singleton()->buffer_allocate_data(GL_ELEMENT_ARRAY_BUFFER, oc->index_buffer, 3 * lc * sizeof(uint16_t), indices.ptr(), GL_STATIC_DRAW, "Occluder polygon index buffer");
			glBindVertexArray(0);
		} else {
			glBindBuffer(GL_ARRAY_BUFFER, oc->vertex_buffer);