### 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
}
					}
					port_info.insert(_connection, ports);
				}
			}
			upper_neighbours.insert(gn->get_name(), s);
		}
	}
	if (!selected_nodes.size()) {
		arranging_graph = false;
		return;
	}
	HashMap<int, Vector<StringName>> layers = _layering(selected_nodes, upper_neighbours);
	_crossing_minimisation(layers, upper_neighbours);
	Dictionary root, align, sink, shift;
	_horizontal_alignment(root, align, layers, upper_neighbours, selected_nodes);
	HashMap<StringName, Vector2> new_positions;
	Vector2 default_position(FLT_MAX, FLT_MAX);
	Dictionary inner_shift;
	HashSet<StringName> block_heads;
	for (const StringName &E : selected_nodes) {
		inner_shift[E] = 0.0f;
		sink[E] = E;
		shift[E] = FLT_MAX;
		new_positions.insert(E, default_position);
		if ((StringName)root[E] == E) {
			block_heads.insert(E);
		}
	}
	_calculate_inner_shifts(inner_shift, root, node_names, align, block_heads, port_info);