### 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
bool found_child = false;
					for (int j = 0; j < bone->get_child_count(); j++) {
						Bone2D *n = Object::cast_to<Bone2D>(bone->get_child(j));
						if (!n) {
							continue;
						}
						found_child = true;
						Transform2D bone_xform = node->get_global_transform().affine_inverse().translated(-node->get_offset()) * (skeleton->get_global_transform() * bone->get_skeleton_rest());
						Transform2D endpoint_xform = bone_xform * n->get_transform();
						Color color = current ? Color(1, 1, 1) : Color(0.5, 0.5, 0.5);
						uv_edit_draw->draw_line(mtx.xform(bone_xform.get_origin()), mtx.xform(endpoint_xform.get_origin()), Color(0, 0, 0), Math::round((current ? 5 : 4) * EDSCALE));
						uv_edit_draw->draw_line(mtx.xform(bone_xform.get_origin()), mtx.xform(endpoint_xform.get_origin()), color, Math::round((current ? 3 : 2) * EDSCALE));
					}
					if (!found_child) {
						/
						Transform2D bone_xform = node->get_global_transform().affine_inverse().translated(-node->get_offset()) * (skeleton->get_global_transform() * bone->get_skeleton_rest());
						Transform2D endpoint_xform = bone_xform * Transform2D(0, Vector2(bone->get_length(), 0));
						Color color = current ? Color(1, 1, 1) : Color(0.5, 0.5, 0.5);
						uv_edit_draw->draw_line(mtx.xform(bone_xform.get_origin()), mtx.xform(endpoint_xform.get_origin()), Color(0, 0, 0), Math::round((current ? 5 : 4) * EDSCALE));
						uv_edit_draw->draw_line(mtx.xform(bone_xform.get_origin()), mtx.xform(endpoint_xform.get_origin()), color, Math::round((current ? 3 : 2) * EDSCALE));
					}
				}
			}
		}
		/
		uv_edit_draw->draw_circle(bone_paint_pos, bone_paint_radius->get_value() * EDSCALE, Color(1, 1, 1, 0.1));
	}
	rect.position = -uv_edit_draw->get_size();
	rect.size = uv_edit_draw->get_size() * 2.0 + base_tex->get_size() * uv_draw_zoom;
	updating_uv_scroll = true;