### 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
tile_set = p_tile_set;
	tile_set_atlas_source = p_tile_set_atlas_source;
	if (!tile_set) {
		return;
	}
	ERR_FAIL_COND(p_source_id < 0);
	ERR_FAIL_COND(p_tile_set->get_source(p_source_id) != p_tile_set_atlas_source);
	source_id = p_source_id;
	
	bool valid = tile_set_atlas_source->get_texture().is_valid();
	hbox->set_visible(valid);
	missing_source_label->set_visible(!valid);
	
	_update_alternative_tiles_rect_cache();
	
	_update_zoom_and_panning();
	base_tiles_drawing_root->set_size(_compute_base_tiles_control_size());
	alternative_tiles_drawing_root->set_size(_compute_alternative_tiles_control_size());
	
	base_tiles_draw->queue_redraw();
	base_tiles_texture_grid->queue_redraw();
	base_tiles_shape_grid->queue_redraw();
	alternatives_draw->queue_redraw();
	background_left->queue_redraw();
	background_right->queue_redraw();
}
float TileAtlasView::get_zoom() const {
	return zoom_widget->get_zoom();
};
void TileAtlasView::set_transform(float p_zoom, Vector2i p_panning) {