### 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
poly_line_color.a *= 0.25;
	}
	Color polygon_line_color = Color(0.5, 0.5, 0.9);
	Vector<Color> polygon_fill_color;
	{
		Color pf = polygon_line_color;
		pf.a *= 0.5;
		polygon_fill_color.push_back(pf);
	}
	Color prev_color = Color(0.5, 0.5, 0.5);
	Rect2 rect;
	int uv_draw_max = uvs.size();
	uv_draw_max -= node->get_internal_vertex_count();
	if (uv_draw_max < 0) {
		uv_draw_max = 0;
	}
	for (int i = 0; i < uvs.size(); i++) {
		int next = uv_draw_max > 0 ? (i + 1) % uv_draw_max : 0;
		if (i < uv_draw_max && uv_drag && uv_move_current == UV_MODE_EDIT_POINT && EDITOR_GET("editors/polygon_editor/show_previous_outline")) {
			uv_edit_draw->draw_line(mtx.xform(points_prev[i]), mtx.xform(points_prev[next]), prev_color, Math::round(EDSCALE));
		}
		Vector2 next_point = uvs[next];
		if (uv_create && i == uvs.size() - 1) {
			next_point = uv_create_to;
		}
		if (i < uv_draw_max) { /
			uv_edit_draw->draw_line(mtx.xform(uvs[i]), mtx.xform(next_point), poly_line_color, Math::round(EDSCALE));
		}
	}
	for (int i = 0; i < polygons.size(); i++) {