### 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
instance = instance->next;
				continue;
			}
			Transform2D modelview = p_light_xform * instance->xform_cache;
			shadow_render.shader.version_set_uniform(CanvasOcclusionShaderGLES3::MODELVIEW1, modelview.columns[0][0], modelview.columns[1][0], 0, modelview.columns[2][0], shadow_render.shader_version, variant);
			shadow_render.shader.version_set_uniform(CanvasOcclusionShaderGLES3::MODELVIEW2, modelview.columns[0][1], modelview.columns[1][1], 0, modelview.columns[2][1], shadow_render.shader_version, variant);
			if (co->cull_mode != cull_mode) {
				if (co->cull_mode == RS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED) {
					glDisable(GL_CULL_FACE);
				} else {
					if (cull_mode == RS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED) {
						
						glEnable(GL_CULL_FACE);
					}
					glCullFace(co->cull_mode == RS::CANVAS_OCCLUDER_POLYGON_CULL_CLOCKWISE ? GL_FRONT : GL_BACK);
				}
				cull_mode = co->cull_mode;
			}
			glBindVertexArray(co->vertex_array);
			glDrawElements(GL_TRIANGLES, 3 * co->line_point_count, GL_UNSIGNED_SHORT, 0);
			instance = instance->next;
		}
	}
	glBindVertexArray(0);
	glBindFramebuffer(GL_FRAMEBUFFER, 0);
	glDepthMask(GL_FALSE);
	glDisable(GL_DEPTH_TEST);
	glDisable(GL_SCISSOR_TEST);
}
void RasterizerCanvasGLES3::light_update_directional_shadow(RID p_rid, int p_shadow_index, const Transform2D &p_light_xform, int p_light_mask, float p_cull_distance, const Rect2 &p_clip_rect, LightOccluderInstance *p_occluders) {