### Godot version

4.0.1.stable

### System information

Arch Linux

### Issue description

In the tileset atlas source editor, you can drag to expand the tile after selecting it with the pink handles.

However, you can't drag the top handle up if the tile is on the second row, even if the first row is empty.

![ksnip_20230322-161103](https://user-images.githubusercontent.com/372476/226839526-09c0b37a-b37b-45ad-8dfc-0539c176de33.png)


### Steps to reproduce

1. Create a tile on the second row.
2. Make sure the first row is empty.
3. Try to drag the top handle up.

### Minimal reproduction project

N/A
tile_data_terrains_editor->connect("needs_redraw", callable_mp((CanvasItem *)alternative_tiles_control_unscaled, &Control::queue_redraw));
		tile_data_editors["terrain_set"] = tile_data_terrains_editor;
	}
	
	ADD_TILE_DATA_EDITOR(root, TTR("Probability"), "probability");
	if (!tile_data_editors.has("probability")) {
		TileDataDefaultEditor *tile_data_probability_editor = memnew(TileDataDefaultEditor());
		tile_data_probability_editor->hide();
		tile_data_probability_editor->setup_property_editor(Variant::FLOAT, "probability", "", 1.0);
		tile_data_probability_editor->connect("needs_redraw", callable_mp((CanvasItem *)tile_atlas_control_unscaled, &Control::queue_redraw));
		tile_data_probability_editor->connect("needs_redraw", callable_mp((CanvasItem *)alternative_tiles_control_unscaled, &Control::queue_redraw));
		tile_data_editors["probability"] = tile_data_probability_editor;
	}
	
	ADD_TILE_DATA_EDITOR_GROUP(TTR("Physics"));
	for (int i = 0; i < tile_set->get_physics_layers_count(); i++) {
		ADD_TILE_DATA_EDITOR(group, vformat(TTR("Physics Layer %d"), i), vformat("physics_layer_%d", i));
		if (!tile_data_editors.has(vformat("physics_layer_%d", i))) {
			TileDataCollisionEditor *tile_data_collision_editor = memnew(TileDataCollisionEditor());
			tile_data_collision_editor->hide();
			tile_data_collision_editor->set_physics_layer(i);
			tile_data_collision_editor->connect("needs_redraw", callable_mp((CanvasItem *)tile_atlas_control_unscaled, &Control::queue_redraw));
			tile_data_collision_editor->connect("needs_redraw", callable_mp((CanvasItem *)alternative_tiles_control_unscaled, &Control::queue_redraw));
			tile_data_editors[vformat("physics_layer_%d", i)] = tile_data_collision_editor;
		}
	}
	for (int i = tile_set->get_physics_layers_count(); tile_data_editors.has(vformat("physics_layer_%d", i)); i++) {
		tile_data_editors[vformat("physics_layer_%d", i)]->queue_free();
		tile_data_editors.erase(vformat("physics_layer_%d", i));
	}