### 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
}
		
		if (separation.x > 0 || separation.y > 0) {
			for (int i = 0; i < tile_set_atlas_source->get_tiles_count(); i++) {
				Vector2i atlas_coords = tile_set_atlas_source->get_tile_id(i);
				for (int frame = 0; frame < tile_set_atlas_source->get_tile_animation_frames_count(atlas_coords); frame++) {
					
					Rect2i base_frame_rect = tile_set_atlas_source->get_tile_texture_region(atlas_coords, frame);
					if (separation.x > 0) {
						Rect2i right_sep_rect = Rect2i(base_frame_rect.get_position() + Vector2i(base_frame_rect.size.x, 0), Vector2i(separation.x, base_frame_rect.size.y));
						right_sep_rect = right_sep_rect.intersection(Rect2i(Vector2(), texture->get_size()));
						if (right_sep_rect.size.x > 0 && right_sep_rect.size.y > 0) {
							
							base_tiles_draw->draw_rect(right_sep_rect, Color(0.0, 0.0, 0.0, 0.5));
						}
					}
					if (separation.y > 0) {
						Rect2i bottom_sep_rect = Rect2i(base_frame_rect.get_position() + Vector2i(0, base_frame_rect.size.y), Vector2i(base_frame_rect.size.x + separation.x, separation.y));
						bottom_sep_rect = bottom_sep_rect.intersection(Rect2i(Vector2(), texture->get_size()));
						if (bottom_sep_rect.size.x > 0 && bottom_sep_rect.size.y > 0) {
							
							base_tiles_draw->draw_rect(bottom_sep_rect, Color(0.0, 0.0, 0.0, 0.5));
						}
					}
				}
			}
		}
	}
}
void TileAtlasView::_draw_base_tiles_texture_grid() {