### 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
zoom_widget->set_zoom(CLAMP(zoom_widget->get_zoom(), 0.01f, 100.f));
	float zoom = zoom_widget->get_zoom();
	
	Size2i base_tiles_control_size = _compute_base_tiles_control_size();
	base_tiles_root_control->set_custom_minimum_size(Vector2(base_tiles_control_size) * zoom);
	Size2i alternative_tiles_control_size = _compute_alternative_tiles_control_size();
	alternative_tiles_root_control->set_custom_minimum_size(Vector2(alternative_tiles_control_size) * zoom);
	
	Ref<Texture2D> texture = tile_set_atlas_source->get_texture();
	
	if (base_tiles_control_size.x > 0 && base_tiles_control_size.y > 0) {
		base_tiles_drawing_root->set_scale(Vector2(zoom, zoom));
	} else {
		base_tiles_drawing_root->set_scale(Vector2(1, 1));
	}
	if (alternative_tiles_control_size.x > 0 && alternative_tiles_control_size.y > 0) {
		alternative_tiles_drawing_root->set_scale(Vector2(zoom, zoom));