### 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
panning = Vector2();
	button_center_view->set_disabled(true);
	_update_zoom_and_panning();
	emit_signal(SNAME("transform_changed"), zoom_widget->get_zoom(), panning);
}
void TileAtlasView::_base_tiles_root_control_gui_input(const Ref<InputEvent> &p_event) {
	base_tiles_root_control->set_tooltip_text("");
	Ref<InputEventMouseMotion> mm = p_event;
	if (mm.is_valid()) {
		Transform2D xform = base_tiles_drawing_root->get_transform().affine_inverse();
		Vector2i coords = get_atlas_tile_coords_at_pos(xform.xform(mm->get_position()));
		if (coords != TileSetSource::INVALID_ATLAS_COORDS) {
			coords = tile_set_atlas_source->get_tile_at_coords(coords);
			if (coords != TileSetSource::INVALID_ATLAS_COORDS) {
				base_tiles_root_control->set_tooltip_text(vformat(TTR("Source: %d\nAtlas coordinates: %s\nAlternative: 0"), source_id, coords));
			}
		}
	}
}
void TileAtlasView::_draw_base_tiles() {
	Ref<Texture2D> texture = tile_set_atlas_source->get_texture();
	if (texture.is_valid()) {
		Vector2i margins = tile_set_atlas_source->get_margins();
		Vector2i separation = tile_set_atlas_source->get_separation();
		Vector2i texture_region_size = tile_set_atlas_source->get_texture_region_size();
		Size2i grid_size = tile_set_atlas_source->get_atlas_grid_size();
		
		for (int x = 0; x < grid_size.x; x++) {
			for (int y = 0; y < grid_size.y; y++) {
				Vector2i coords = Vector2i(x, y);