### 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)

ERR_READ_THREAD_GUARD_V(Transform2D());
	Transform2D container_transform;
	SubViewportContainer *c = Object::cast_to<SubViewportContainer>(get_parent());
	if (c) {
		if (c->is_stretch_enabled()) {
			container_transform.scale(Vector2(c->get_stretch_shrink(), c->get_stretch_shrink()));
		}
		container_transform = c->get_viewport()->get_screen_transform_internal(p_absolute_position) * c->get_global_transform_with_canvas() * container_transform;
	} else {
		WARN_PRINT_ONCE("SubViewport is not a child of a SubViewportContainer. get_screen_transform doesn't return the actual screen position.");
	}
	return container_transform * get_final_transform();
}
Transform2D SubViewport::get_popup_base_transform() const {
	ERR_READ_THREAD_GUARD_V(Transform2D());
	if (is_embedding_subwindows()) {
		return Transform2D();
	}
	SubViewportContainer *c = Object::cast_to<SubViewportContainer>(get_parent());
	if (!c) {
		return get_final_transform();
	}
	Transform2D container_transform;
	if (c->is_stretch_enabled()) {
		container_transform.scale(Vector2(c->get_stretch_shrink(), c->get_stretch_shrink()));
	}
	return c->get_screen_transform() * container_transform * get_final_transform();
}
bool SubViewport::is_directly_attached_to_screen() const {