### 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
Connection outgoing;
		for (List<Connection>::Element *E = connections.front(); E; E = E->next()) {
			if (E->get().from == p_w) {
				ORDER(E->get().to, r_layers);
				if (min_order > order) {
					min_order = order;
					outgoing = E->get();
				}
			}
		}
		if (outgoing.to != StringName()) {
			GraphNode *gfrom = Object::cast_to<GraphNode>(r_node_names[p_w]);
			GraphNode *gto = Object::cast_to<GraphNode>(r_node_names[outgoing.to]);
			Vector2 frompos = gfrom->get_connection_output_position(outgoing.from_port);
			Vector2 topos = gto->get_connection_input_position(outgoing.to_port);
			
			if (gto->is_selected()) {
				Vector2 connected_block_pos = r_node_positions[r_root[outgoing.to]];
				if (connected_block_pos.y != FLT_MAX) {
					
					threshold = connected_block_pos.y + (real_t)r_inner_shift[outgoing.to] - (real_t)r_inner_shift[p_w] + frompos.y - topos.y;
				}
			}
		}
	}
#undef MAX_ORDER
#undef ORDER
	return threshold;
}
void GraphEdit::_place_block(StringName p_v, float p_delta, const HashMap<int, Vector<StringName>> &r_layers, const Dictionary &r_root, const Dictionary &r_align, const Dictionary &r_node_name, const Dictionary &r_inner_shift, Dictionary &r_sink, Dictionary &r_shift, HashMap<StringName, Vector2> &r_node_positions) {