### 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)

contact_3d_debug_multimesh = RenderingServer::get_singleton()->multimesh_create();
				RenderingServer::get_singleton()->multimesh_allocate_data(contact_3d_debug_multimesh, get_tree()->get_collision_debug_contact_count(), RS::MULTIMESH_TRANSFORM_3D, false);
				RenderingServer::get_singleton()->multimesh_set_visible_instances(contact_3d_debug_multimesh, 0);
				RenderingServer::get_singleton()->multimesh_set_mesh(contact_3d_debug_multimesh, get_tree()->get_debug_contact_mesh()->get_rid());
				contact_3d_debug_instance = RenderingServer::get_singleton()->instance_create();
				RenderingServer::get_singleton()->instance_set_base(contact_3d_debug_instance, contact_3d_debug_multimesh);
				RenderingServer::get_singleton()->instance_set_scenario(contact_3d_debug_instance, find_world_3d()->get_scenario());
				RenderingServer::get_singleton()->instance_geometry_set_flag(contact_3d_debug_instance, RS::INSTANCE_FLAG_DRAW_NEXT_FRAME_IF_VISIBLE, true);
#endif 
				set_physics_process_internal(true);
			}
		} break;
		case NOTIFICATION_READY: {
#ifndef _3D_DISABLED
			if (audio_listener_3d_set.size() && !audio_listener_3d) {
				AudioListener3D *first = nullptr;
				for (AudioListener3D *E : audio_listener_3d_set) {
					if (first == nullptr || first->is_greater_than(E)) {
						first = E;
					}
				}
				if (first) {
					first->make_current();
				}
			}
			if (camera_3d_set.size() && !camera_3d) {
				
				Camera3D *first = nullptr;
				for (Camera3D *E : camera_3d_set) {
					if (first == nullptr || first->is_greater_than(E)) {