### Godot version

4.1 Beta 3

### System information

Win10

### Issue description

In the Godot 4.1. Beta3 Scene Panel, node names are overlapping the icons to the right. Like visibility icons, script icons ...
Especially apparent with longer node names:

https://github.com/godotengine/godot/assets/47016402/61cc8c75-efe5-4cfa-ac4f-5fcd4805140b

This is _not_ an issue in Godot 4.0.3:

https://github.com/godotengine/godot/assets/47016402/4035ea3f-80bd-479d-9d6f-761debdd6b49



### Steps to reproduce

Give long node names and resize the Scene Panel

### Minimal reproduction project

N/A
ERR_FAIL_NULL_V(p_item, Rect2());
	ERR_FAIL_COND_V(p_item->tree != this, Rect2());
	if (p_column != -1) {
		ERR_FAIL_INDEX_V(p_column, columns.size(), Rect2());
	}
	if (p_button != -1) {
		ERR_FAIL_COND_V(p_column == -1, Rect2()); 
		ERR_FAIL_INDEX_V(p_button, p_item->cells[p_column].buttons.size(), Rect2());
	}
	int ofs = get_item_offset(p_item);
	int height = compute_item_height(p_item);
	Rect2 r;
	r.position.y = ofs;
	r.size.height = height;
	if (p_column == -1) {
		r.position.x = 0;
		r.size.x = get_size().width;
	} else {
		int accum = 0;
		for (int i = 0; i < p_column; i++) {
			accum += get_column_width(i);
		}
		r.position.x = accum;
		r.size.x = get_column_width(p_column);
		if (p_button != -1) {
			const TreeItem::Cell &c = p_item->cells[p_column];
			Vector2 ofst = Vector2(r.position.x + r.size.x, r.position.y);
			for (int j = c.buttons.size() - 1; j >= 0; j--) {
				Ref<Texture2D> b = c.buttons[j].texture;