### 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
}
		}
	}
	if (polygon_create.size()) {
		for (int i = 0; i < polygon_create.size(); i++) {
			Vector2 from = uvs[polygon_create[i]];
			Vector2 to = (i + 1) < polygon_create.size() ? uvs[polygon_create[i + 1]] : uv_create_to;
			uv_edit_draw->draw_line(mtx.xform(from), mtx.xform(to), polygon_line_color, Math::round(EDSCALE));
		}
	}
	if (uv_mode == UV_MODE_PAINT_WEIGHT || uv_mode == UV_MODE_CLEAR_WEIGHT) {
		NodePath bone_path;
		for (int i = 0; i < bone_scroll_vb->get_child_count(); i++) {
			CheckBox *c = Object::cast_to<CheckBox>(bone_scroll_vb->get_child(i));
			if (c && c->is_pressed()) {
				bone_path = node->get_bone_path(i);
				break;
			}
		}
		/
		NodePath skeleton_path = node->get_skeleton();
		if (node->has_node(skeleton_path)) {
			Skeleton2D *skeleton = Object::cast_to<Skeleton2D>(node->get_node(skeleton_path));
			if (skeleton) {
				for (int i = 0; i < skeleton->get_bone_count(); i++) {
					Bone2D *bone = skeleton->get_bone(i);
					if (bone->get_rest() == Transform2D(0, 0, 0, 0, 0, 0)) {
						continue; /
					}
					bool current = bone_path == skeleton->get_path_to(bone);