### 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
#include "tile_atlas_view.h"
#include "core/input/input.h"
#include "core/os/keyboard.h"
#include "scene/2d/tile_map.h"
#include "scene/gui/box_container.h"
#include "scene/gui/label.h"
#include "scene/gui/panel.h"
#include "scene/gui/view_panner.h"
#include "editor/editor_scale.h"
#include "editor/editor_settings.h"
void TileAtlasView::gui_input(const Ref<InputEvent> &p_event) {
	if (panner->gui_input(p_event)) {
		accept_event();
	}
}
void TileAtlasView::_pan_callback(Vector2 p_scroll_vec, Ref<InputEvent> p_event) {
	panning += p_scroll_vec;
	_update_zoom_and_panning(true);
	emit_signal(SNAME("transform_changed"), zoom_widget->get_zoom(), panning);
}
void TileAtlasView::_zoom_callback(float p_zoom_factor, Vector2 p_origin, Ref<InputEvent> p_event) {
	zoom_widget->set_zoom(zoom_widget->get_zoom() * p_zoom_factor);
	_update_zoom_and_panning(true);
	emit_signal(SNAME("transform_changed"), zoom_widget->get_zoom(), panning);
}
Size2i TileAtlasView::_compute_base_tiles_control_size() {