### 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
if (tile_set_atlas_source->get_tile_at_coords(coords) == TileSetSource::INVALID_ATLAS_COORDS) {
					Rect2i rect = Rect2i((texture_region_size + separation) * coords + margins, texture_region_size + separation);
					rect = rect.intersection(Rect2i(Vector2(), texture->get_size()));
					if (rect.size.x > 0 && rect.size.y > 0) {
						base_tiles_draw->draw_texture_rect_region(texture, rect, rect);
					}
				}
			}
		}
		
		for (int x = 0; x < grid_size.x; x++) {
			for (int y = 0; y < grid_size.y; y++) {
				Vector2i coords = Vector2i(x, y);
				if (tile_set_atlas_source->get_tile_at_coords(coords) == TileSetSource::INVALID_ATLAS_COORDS) {
					Rect2i rect = Rect2i((texture_region_size + separation) * coords + margins, texture_region_size + separation);
					rect = rect.intersection(Rect2i(Vector2(), texture->get_size()));
					if (rect.size.x > 0 && rect.size.y > 0) {
						base_tiles_draw->draw_rect(rect, Color(0.0, 0.0, 0.0, 0.5));
					}
				}
			}
		}
		
		Rect2i rect;
		
		rect.position = Vector2i();
		rect.set_end(Vector2i(texture->get_size().x, margins.y));
		base_tiles_draw->draw_texture_rect_region(texture, rect, rect);
		base_tiles_draw->draw_rect(rect, Color(0.0, 0.0, 0.0, 0.5));