Well, the reason it probably is not working is because the Label is a child node of the TextureButton. Because of how Godot is setup, with all nodes being mostly independent of each other, the TextureButton node does not resize to fit the children nodes.
The simplest way to fix the issue is to scale the buttons in the editor so the button is the proper size. If possible, that is probably your best bet.
You could try something like this to work around the issue using GDScript (untested):
tool # makes the script run in the editor
extends TextureButton
var label_node = null
func _ready():
# This may need changing so the name of the node is the name of the label
label_node = get_node("Label")
label_node.connect("resized", self, "on_label_resized")
func on_label_resized():
if (label_node.rect_size.x > self.rect_size.x):
self.rect_size.x = label_node.rect_size.x
if (label_node.rect_size.y > self.rect_size.y):
self.rect_size.y = label_node.rect_size.y
Which should hopefully resize the TextureButton correctly both in-game and in the editor when the script is attached to the TextureButton node. Keep in mind that this script does not account for the Label's position, just it's scale.
Hopefully this helps!
(Side note: welcome to the forums)