unity: drawing several BeginArea within BeginScrollview (GUILayout) produces unexpected behavior

Well, I have a question with a GUILayout.BeginArea inside BeginScrollview.

                                if (m_searchedItems? .Length> 0)
{
m_scroll = GlobalGUI.BeginScrollView (f_isEditor, m_scroll, viewSize);

for (int y = 0; and <rows; ++ y)
{
GUILayout.BeginHorizontal ();

for (int x = 0; x <columns; ++ x)
{
// Show thumbnails ...

var tTexture = GetThumbnail (item);

Rect? texRect = null;

if (tTexture! = null) // Check if the texture is available or is being requested
texRect = GlobalGUILayout.DrawTexture (tWidth, tHeight, tTexture);

// The above method returns a Nullable of the texture. (https://i.imgur.com/pizrwji.png)
if (texRect.HasValue)
{
// Show title with marquee
// .... Code ....

var btnsRect = new Rect (texRect.Value.position + Vector2.up * (tHeight - 26), new Vector2 (texRect.Value.width, 21));

// Show buttons
GUILayout.BeginArea (btnsRect, "aaaaa"); // The string "aaaaa" is for a test
{
GUILayout.BeginHorizontal ();

if (GUILayout.Button (m_infoTexture, GUILayout.Width (21)))
GetInfo (article);

if (GUILayout.Button ("Install"))
DoInstall (article);

GUILayout.EndHorizontal ();
}
GUILayout.EndArea ();
}
}

GUILayout.EndHorizontal ();
}

GlobalGUI.EndScrollView (f_isEditor);
}

As you can see, I am trying to show a list of elements within said BeginScrollview:

...

Of course, each one must have two buttons to perform actions (line 30 of the code).

But, as you can see, in the image that I have attached, I blue the test string "aaaaa" so that I can see that it is very highlighted, which allows me to understand that all the areas of BeginArea are being drawn in the same position. .

But what worries me most about this is that the buttons are not shown.

However, if all this is implemented with the GUI class, instead of the GUILayout class this does not happen.

What could be the problem?