### 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
for (const KeyValue<Vector2, HashMap<int, Rect2i>> &E_coords : alternative_tiles_rect_cache) {
		for (const KeyValue<int, Rect2i> &E_alternative : E_coords.value) {
			if (E_alternative.value.has_point(p_pos)) {
				return Vector3i(E_coords.key.x, E_coords.key.y, E_alternative.key);
			}
		}
	}
	return Vector3i(TileSetSource::INVALID_ATLAS_COORDS.x, TileSetSource::INVALID_ATLAS_COORDS.y, TileSetSource::INVALID_TILE_ALTERNATIVE);
}
Rect2i TileAtlasView::get_alternative_tile_rect(const Vector2i p_coords, int p_alternative_tile) {