### Godot version

4.0.dev(0810ecaafdbee3ea747219e6ab3a8de5d2216a09)

### System information

any

### Issue description

https://user-images.githubusercontent.com/61938263/215898051-8506b45e-a9d4-4c3f-b1b3-28f202dea67b.mp4



### Steps to reproduce

Editt AnimationBlendTree

### Minimal reproduction project

N/A
Rect2 hotzone = Rect2(
			pos.x - (p_left ? port_hotzone_outer_extent : port_hotzone_inner_extent),
			pos.y - p_port_size.height / 2.0,
			port_hotzone_inner_extent + port_hotzone_outer_extent,
			p_port_size.height);
	if (!hotzone.has_point(p_mouse_pos)) {
		return false;
	}
	for (int i = 0; i < get_child_count(); i++) {
		Control *child = Object::cast_to<Control>(get_child(i));
		if (!child) {
			continue;
		}
		Rect2 child_rect = child->get_rect();
		child_rect.size *= zoom;
		if (child_rect.has_point(p_mouse_pos * zoom)) {
			for (int j = 0; j < child->get_child_count(); j++) {
				Control *subchild = Object::cast_to<Control>(child->get_child(j));
				if (!subchild) {
					continue;
				}
				if (_check_clickable_control(subchild, p_mouse_pos * zoom, child_rect.position)) {
					return false;
				}
			}
		}
	}
	return true;
}
PackedVector2Array GraphEdit::get_connection_line(const Vector2 &p_from, const Vector2 &p_to) {