### 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
}
			}
			if (weights.size() == 0) { 
				weights.resize(node->get_polygon().size());
				float *w = weights.ptrw();
				for (int j = 0; j < wc; j++) {
					w[j] = 0.0;
				}
			}
			node->add_bone(path, weights);
		}
	}
	Array new_bones = node->call("_get_bones");
	EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
	undo_redo->create_action(TTR("Sync Bones"));
	undo_redo->add_do_method(node, "_set_bones", new_bones);
	undo_redo->add_undo_method(node, "_set_bones", prev_bones);
	undo_redo->add_do_method(this, "_update_bone_list");
	undo_redo->add_undo_method(this, "_update_bone_list");
	undo_redo->add_do_method(uv_edit_draw, "queue_redraw");
	undo_redo->add_undo_method(uv_edit_draw, "queue_redraw");
	undo_redo->commit_action();
}
void Polygon2DEditor::_update_bone_list() {
	NodePath selected;
	while (bone_scroll_vb->get_child_count()) {
		CheckBox *cb = Object::cast_to<CheckBox>(bone_scroll_vb->get_child(0));
		if (cb && cb->is_pressed()) {
			selected = cb->get_meta("bone_path");
		}