### 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
snap_step.y = p_val;
	EditorSettings::get_singleton()->set_project_metadata("polygon_2d_uv_editor", "snap_step", snap_step);
	uv_edit_draw->queue_redraw();
}
void Polygon2DEditor::_uv_mode(int p_mode) {
	polygon_create.clear();
	uv_drag = false;
	uv_create = false;
	uv_mode = UVMode(p_mode);
	for (int i = 0; i < UV_MODE_MAX; i++) {
		uv_button[i]->set_pressed(p_mode == i);
	}
}
void Polygon2DEditor::_uv_input(const Ref<InputEvent> &p_input) {
	if (!_get_node()) {
		return;
	}
	if (uv_panner->gui_input(p_input)) {
		accept_event();
		return;
	}
	Transform2D mtx;
	mtx.columns[2] = -uv_draw_ofs;
	mtx.scale_basis(Vector2(uv_draw_zoom, uv_draw_zoom));
	EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
	Ref<InputEventMouseButton> mb = p_input;