### Godot version

4.1 dev3

### System information

W10

### Issue description

The button is pushed to the far right. Maybe it tries to escape, idk.

![image](https://github.com/godotengine/godot/assets/2223172/becb32f6-f725-4564-952e-946ec544c376)

It used to be more to the left. Not sure when it changed.

Seems correct in 4.0.3

![image](https://github.com/godotengine/godot/assets/2223172/3e3d206a-481d-415a-acb4-40cbf4a60fc0)


### Steps to reproduce

1. Add TileMap
2. Look to the right

### Minimal reproduction project

N/A
alternative_tiles_root_control->set_tooltip_text("");
	Ref<InputEventMouseMotion> mm = p_event;
	if (mm.is_valid()) {
		Transform2D xform = alternative_tiles_drawing_root->get_transform().affine_inverse();
		Vector3i coords3 = get_alternative_tile_at_pos(xform.xform(mm->get_position()));
		Vector2i coords = Vector2i(coords3.x, coords3.y);
		int alternative_id = coords3.z;
		if (coords != TileSetSource::INVALID_ATLAS_COORDS && alternative_id != TileSetSource::INVALID_TILE_ALTERNATIVE) {
			alternative_tiles_root_control->set_tooltip_text(vformat(TTR("Source: %d\nAtlas coordinates: %s\nAlternative: %d"), source_id, coords, alternative_id));
		}
	}
}
void TileAtlasView::_draw_alternatives() {
	
	Ref<Texture2D> texture = tile_set_atlas_source->get_texture();
	if (texture.is_valid()) {
		Vector2 current_pos;
		for (int i = 0; i < tile_set_atlas_source->get_tiles_count(); i++) {
			Vector2i atlas_coords = tile_set_atlas_source->get_tile_id(i);
			current_pos.x = 0;
			int y_increment = 0;
			Size2i texture_region_size = tile_set_atlas_source->get_tile_texture_region(atlas_coords).size;
			int alternatives_count = tile_set_atlas_source->get_alternative_tiles_count(atlas_coords);
			for (int j = 1; j < alternatives_count; j++) {