### 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
node->set_uv(points_prev);
						node->set_internal_vertex_count(0);
						uv_edit_draw->queue_redraw();
					} else {
						Vector2 tuv = mtx.affine_inverse().xform(snap_point(mb->get_position()));
						/
						if (points_prev.size() > 2 && tuv.distance_to(points_prev[0]) < (8 / uv_draw_zoom)) {
							undo_redo->create_action(TTR("Create Polygon & UV"));
							undo_redo->add_do_method(node, "set_uv", node->get_uv());
							undo_redo->add_undo_method(node, "set_uv", uv_create_uv_prev);
							undo_redo->add_do_method(node, "set_polygon", node->get_polygon());
							undo_redo->add_undo_method(node, "set_polygon", uv_create_poly_prev);
							undo_redo->add_do_method(node, "set_internal_vertex_count", 0);
							undo_redo->add_undo_method(node, "set_internal_vertex_count", uv_create_prev_internal_vertices);
							undo_redo->add_do_method(node, "set_vertex_colors", Vector<Color>());
							undo_redo->add_undo_method(node, "set_vertex_colors", uv_create_colors_prev);
							undo_redo->add_do_method(node, "clear_bones");
							undo_redo->add_undo_method(node, "_set_bones", uv_create_bones_prev);
							undo_redo->add_do_method(this, "_update_polygon_editing_state");
							undo_redo->add_undo_method(this, "_update_polygon_editing_state");
							undo_redo->add_do_method(uv_edit_draw, "queue_redraw");
							undo_redo->add_undo_method(uv_edit_draw, "queue_redraw");
							undo_redo->commit_action();
							uv_drag = false;
							uv_create = false;
							_uv_mode(UV_MODE_EDIT_POINT);
							_menu_option(MODE_EDIT);
						} else {
							points_prev.push_back(tuv);
							point_drag_index = points_prev.size() - 1;