### 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
for (int i = 0; i < p_comment_enclosed_nodes[p_node->get_name()].size(); i++) {
		p_comment_enclosed_nodes[p_node->get_name()][i]->set_drag(p_drag);
	}
}
void GraphEdit::_set_position_of_comment_enclosed_nodes(GraphNode *p_node, HashMap<StringName, Vector<GraphNode *>> &p_comment_enclosed_nodes, Vector2 p_drag_accum) {
	for (int i = 0; i < p_comment_enclosed_nodes[p_node->get_name()].size(); i++) {
		Vector2 pos = (p_comment_enclosed_nodes[p_node->get_name()][i]->get_drag_from() * zoom + drag_accum) / zoom;
		if (is_using_snap() ^ Input::get_singleton()->is_key_pressed(Key::CTRL)) {
			const int snap = get_snap();
			pos = pos.snapped(Vector2(snap, snap));
		}
		p_comment_enclosed_nodes[p_node->get_name()][i]->set_position_offset(pos);
	}
}
bool GraphEdit::_filter_input(const Point2 &p_point) {