### 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
state.instance_data_array[r_index].lights[2] = lights[2];
		state.instance_data_array[r_index].lights[3] = lights[3];
		state.instance_data_array[r_index].flags = base_flags | (state.instance_data_array[r_index == 0 ? 0 : r_index - 1].flags & (FLAGS_DEFAULT_NORMAL_MAP_USED | FLAGS_DEFAULT_SPECULAR_MAP_USED)); 
		Color blend_color = base_color;
		GLES3::CanvasShaderData::BlendMode blend_mode = p_blend_mode;
		if (c->type == Item::Command::TYPE_RECT) {
			const Item::CommandRect *rect = static_cast<const Item::CommandRect *>(c);
			if (rect->flags & CANVAS_RECT_LCD) {
				blend_mode = GLES3::CanvasShaderData::BLEND_MODE_LCD;
				blend_color = rect->modulate * base_color;
			}
		}
		if (blend_mode != state.canvas_instance_batches[state.current_batch_index].blend_mode || blend_color != state.canvas_instance_batches[state.current_batch_index].blend_color) {
			_new_batch(r_batch_broken);
			state.canvas_instance_batches[state.current_batch_index].blend_mode = blend_mode;
			state.canvas_instance_batches[state.current_batch_index].blend_color = blend_color;
		}
		switch (c->type) {
			case Item::Command::TYPE_RECT: {
				const Item::CommandRect *rect = static_cast<const Item::CommandRect *>(c);
				if (rect->flags & CANVAS_RECT_TILE && state.canvas_instance_batches[state.current_batch_index].repeat != RenderingServer::CanvasItemTextureRepeat::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED) {
					_new_batch(r_batch_broken);
					state.canvas_instance_batches[state.current_batch_index].repeat = RenderingServer::CanvasItemTextureRepeat::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED;
				}
				if (rect->texture != state.canvas_instance_batches[state.current_batch_index].tex || state.canvas_instance_batches[state.current_batch_index].command_type != Item::Command::TYPE_RECT) {
					_new_batch(r_batch_broken);
					state.canvas_instance_batches[state.current_batch_index].tex = rect->texture;
					state.canvas_instance_batches[state.current_batch_index].command_type = Item::Command::TYPE_RECT;
					state.canvas_instance_batches[state.current_batch_index].command = c;
					state.canvas_instance_batches[state.current_batch_index].shader_variant = CanvasShaderGLES3::MODE_QUAD;