### Godot version

4.2 dev3

### System information

Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1060 (NVIDIA; 30.0.15.1403) - Intel(R) Core(TM) i7-7700HQ CPU @ 2.80GHz (8 Threads)

### Issue description

Basically variation of #33995

### Steps to reproduce

1. Open 2D scene
2. Drag a guide
3. Undo
4. Save

### Minimal reproduction project

N/A
return bottom_split;
}
void CanvasItemEditor::focus_selection() {
	_focus_selection(VIEW_CENTER_TO_SELECTION);
}
void CanvasItemEditor::center_at(const Point2 &p_pos) {
	Vector2 offset = viewport->get_size() / 2 - EditorNode::get_singleton()->get_scene_root()->get_global_canvas_transform().xform(p_pos);
	view_offset -= (offset / zoom).round();
	update_viewport();
}
CanvasItemEditor::CanvasItemEditor() {
	snap_target[0] = SNAP_TARGET_NONE;
	snap_target[1] = SNAP_TARGET_NONE;
	editor_selection = EditorNode::get_singleton()->get_editor_selection();
	editor_selection->add_editor_plugin(this);
	editor_selection->connect("selection_changed", callable_mp((CanvasItem *)this, &CanvasItem::queue_redraw));
	editor_selection->connect("selection_changed", callable_mp(this, &CanvasItemEditor::_selection_changed));
	SceneTreeDock::get_singleton()->connect("node_created", callable_mp(this, &CanvasItemEditor::_node_created));
	SceneTreeDock::get_singleton()->connect("add_node_used", callable_mp(this, &CanvasItemEditor::_reset_create_position));
	EditorRunBar::get_singleton()->call_deferred(SNAME("connect"), "play_pressed", callable_mp(this, &CanvasItemEditor::_update_override_camera_button).bind(true));
	EditorRunBar::get_singleton()->call_deferred(SNAME("connect"), "stop_pressed", callable_mp(this, &CanvasItemEditor::_update_override_camera_button).bind(false));
	// A fluid container for all toolbars.
	HFlowContainer *main_flow = memnew(HFlowContainer);
	add_child(main_flow);
	// Main toolbars.
	HBoxContainer *main_menu_hbox = memnew(HBoxContainer);
	main_menu_hbox->set_anchors_and_offsets_preset(Control::PRESET_FULL_RECT);
	main_flow->add_child(main_menu_hbox);