### 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
undo_redo->add_undo_method(node, "set_bone_weights", i, node->get_bone_weights(i));
					}
					undo_redo->add_do_method(node, "set_internal_vertex_count", internal_vertices + 1);
					undo_redo->add_undo_method(node, "set_internal_vertex_count", internal_vertices);
					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();
				}
				if (uv_move_current == UV_MODE_REMOVE_INTERNAL) {
					uv_create_uv_prev = node->get_uv();
					uv_create_poly_prev = node->get_polygon();
					uv_create_colors_prev = node->get_vertex_colors();
					uv_create_bones_prev = node->call("_get_bones");
					int internal_vertices = node->get_internal_vertex_count();
					if (internal_vertices <= 0) {
						return;
					}
					int closest = -1;
					real_t closest_dist = 1e20;
					for (int i = points_prev.size() - internal_vertices; i < points_prev.size(); i++) {
						Vector2 tuv = mtx.xform(uv_create_poly_prev[i]);
						real_t dist = tuv.distance_to(mb->get_position());
						if (dist < 8 && dist < closest_dist) {
							closest = i;
							closest_dist = dist;
						}
					}
					if (closest == -1) {