Thank You.
Yes, I studied GUI_In_3D, but the TextEdit node was actually a lineEdit node. Nevertheless, a search lead me to a Godot HboxContainer question response stating that "HBoxContainer is a CONTROL-NODE AND ONLY APPLIES TO OTHER CONTROL-NODES." I took that to mean generally that control nodes apply ONLY to their children CONTROL nodes and not to their non-control nodes.(Perhaps not exactly true.) So, to keep it simple for me, I added control node parents for each TextEdit box. Thus, I satisfied an assumed requirement that the HBoxContainer control node needs control nodes to actually control.

I again read Godot control documentation stating "Control features a bounding rectangle that defines its extents, an anchor position relative to its PARENT control." That fits my solution.
I'm an experienced C++ tutor, but I'm often delayed by understanding Godot Node structure setup requirements and combination alternatives to achieve a result. (Yes, making mistakes is part of the learning process.)
New Godot learners like me read the documentation but don't really understand the full implications of it until seeing examples of what we (1) must do, (2) can do and (3) cannot do. While demos are helpful when you can find and understand them,
I believe the Godot community will grow faster and more competent with documentation structured with additional visual examples that emphasize what we (1) must do, (2) can do and (3) cannot do. Otherwise, we waist valuable time retesting what we (3) cannot do. After mastering what we (3) cannot do, then we open up our Godot worlds to their infinity possibilities.
I suggest that Godot adds this 3-part learning strategy to supplement the documentation. "Visual examples that emphasize what we (1) must do, (2) can do and (3) cannot do."
Thank you for your help.