### 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 (Object::cast_to<InputEventKey>(*p_event) != nullptr || Object::cast_to<InputEventShortcut>(*p_event) != nullptr || Object::cast_to<InputEventJoypadButton>(*p_event) != nullptr) {
		ERR_FAIL_COND(!is_inside_tree());
		get_tree()->_call_input_pause(shortcut_input_group, SceneTree::CALL_INPUT_TYPE_SHORTCUT_INPUT, p_event, this);
	}
	
	if (!is_input_handled()) {
		ERR_FAIL_COND(!is_inside_tree());
		get_tree()->_call_input_pause(unhandled_input_group, SceneTree::CALL_INPUT_TYPE_UNHANDLED_INPUT, p_event, this);
	}
	
	if (!is_input_handled() && (Object::cast_to<InputEventKey>(*p_event) != nullptr)) {
		ERR_FAIL_COND(!is_inside_tree());
		get_tree()->_call_input_pause(unhandled_key_input_group, SceneTree::CALL_INPUT_TYPE_UNHANDLED_KEY_INPUT, p_event, this);
	}
	if (physics_object_picking && !is_input_handled()) {
		if (Input::get_singleton()->get_mouse_mode() != Input::MOUSE_MODE_CAPTURED &&
				(Object::cast_to<InputEventMouse>(*p_event) ||
						Object::cast_to<InputEventScreenDrag>(*p_event) ||
						Object::cast_to<InputEventScreenTouch>(*p_event)
								)) {
			physics_picking_events.push_back(p_event);
			set_input_as_handled();
		}
	}
}
void Viewport::set_physics_object_picking(bool p_enable) {