### Godot version

Master, commit 37d1dfef9d81aade2

### System information

PopOs 22.04, Any renderer, NVIDIA Corporation GP107GLM, Driver Version: 525.89.02

### Issue description

On the GLTF import screen, when you hover the mouse cursor over any property, the tooltip only flashes for a split second, making it very hard to read.

This does not happen in other areas of the editor, like when hovering over a property in the node inspector.


https://github.com/godotengine/godot/assets/3624853/532e36ba-1737-449d-a586-22d86df5cc30



### Steps to reproduce

- Double click a GLTF File to open its `Advanced Import Settings` screen
- Hover over any property
- The tooltip will quickly flash then vanish

### Minimal reproduction project

You only need to have GLTF file in any project.
Here is one : 

[box-skeleton-blender.gltf.zip](https://github.com/godotengine/godot/files/11712890/box-skeleton-blender.gltf.zip)

if (viewport_under) {
				if (viewport_under != this) {
					Transform2D ai = viewport_under->get_final_transform().affine_inverse();
					viewport_pos = ai.xform(viewport_pos);
				}
				
				gui.drag_mouse_over = viewport_under->gui_find_control(viewport_pos);
				if (gui.drag_mouse_over) {
					Transform2D localizer = gui.drag_mouse_over->get_global_transform_with_canvas().affine_inverse();
					gui.drag_mouse_over_pos = localizer.xform(viewport_pos);
					bool can_drop = _gui_drop(gui.drag_mouse_over, gui.drag_mouse_over_pos, true);
					if (!can_drop) {
						ds_cursor_shape = DisplayServer::CURSOR_FORBIDDEN;
					} else {
						ds_cursor_shape = DisplayServer::CURSOR_CAN_DROP;
					}
				}
			} else {
				gui.drag_mouse_over = nullptr;
			}
		}
		if (DisplayServer::get_singleton()->has_feature(DisplayServer::FEATURE_CURSOR_SHAPE)) {
			DisplayServer::get_singleton()->cursor_set_shape(ds_cursor_shape);
		}
	}
	Ref<InputEventScreenTouch> touch_event = p_event;
	if (touch_event.is_valid()) {
		Size2 pos = touch_event->get_position();
		const int touch_index = touch_event->get_index();
		if (touch_event->is_pressed()) {