### 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.light_uniforms[index].atlas_rect[1] = 0;
				state.light_uniforms[index].atlas_rect[2] = 0;
				state.light_uniforms[index].atlas_rect[3] = 0;
			}
			l->render_index_cache = index;
			index++;
			l = l->next_ptr;
		}
		light_count = index;
	}
	if (light_count > 0) {
		glBindBufferBase(GL_UNIFORM_BUFFER, LIGHT_UNIFORM_LOCATION, state.canvas_instance_data_buffers[state.current_data_buffer_index].light_ubo);
#ifdef WEB_ENABLED
		glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(LightUniform) * light_count, state.light_uniforms);
#else
		
		void *ubo = glMapBufferRange(GL_UNIFORM_BUFFER, 0, sizeof(LightUniform) * light_count, GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT);
		memcpy(ubo, state.light_uniforms, sizeof(LightUniform) * light_count);
		glUnmapBuffer(GL_UNIFORM_BUFFER);
#endif
		GLuint texture_atlas = texture_storage->texture_atlas_get_texture();
		if (texture_atlas == 0) {
			GLES3::Texture *tex = texture_storage->get_texture(texture_storage->texture_gl_get_default(GLES3::DEFAULT_GL_TEXTURE_WHITE));
			texture_atlas = tex->tex_id;
		}
		glActiveTexture(GL_TEXTURE0 + GLES3::Config::get_singleton()->max_texture_image_units - 2);
		glBindTexture(GL_TEXTURE_2D, texture_atlas);
		GLuint shadow_tex = state.shadow_texture;
		if (shadow_tex == 0) {
			GLES3::Texture *tex = texture_storage->get_texture(texture_storage->texture_gl_get_default(GLES3::DEFAULT_GL_TEXTURE_WHITE));