### Godot version

4.1 Beta 3

### System information

Win10

### Issue description

In the Godot 4.1. Beta3 Scene Panel, node names are overlapping the icons to the right. Like visibility icons, script icons ...
Especially apparent with longer node names:

https://github.com/godotengine/godot/assets/47016402/61cc8c75-efe5-4cfa-ac4f-5fcd4805140b

This is _not_ an issue in Godot 4.0.3:

https://github.com/godotengine/godot/assets/47016402/4035ea3f-80bd-479d-9d6f-761debdd6b49



### Steps to reproduce

Give long node names and resize the Scene Panel

### Minimal reproduction project

N/A
ERR_FAIL_INDEX(p_column, cells.size());
	_cell_selected(p_column);
}
void TreeItem::deselect(int p_column) {
	ERR_FAIL_INDEX(p_column, cells.size());
	_cell_deselected(p_column);
}
void TreeItem::add_button(int p_column, const Ref<Texture2D> &p_button, int p_id, bool p_disabled, const String &p_tooltip) {
	ERR_FAIL_INDEX(p_column, cells.size());
	ERR_FAIL_COND(!p_button.is_valid());
	TreeItem::Cell::Button button;
	button.texture = p_button;
	if (p_id < 0) {
		p_id = cells[p_column].buttons.size();
	}
	button.id = p_id;
	button.disabled = p_disabled;
	button.tooltip = p_tooltip;
	cells.write[p_column].buttons.push_back(button);
	cells.write[p_column].cached_minimum_size_dirty = true;
	_changed_notify(p_column);
}
int TreeItem::get_button_count(int p_column) const {
	ERR_FAIL_INDEX_V(p_column, cells.size(), -1);
	return cells[p_column].buttons.size();
}
Ref<Texture2D> TreeItem::get_button(int p_column, int p_index) const {