### 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
valid_right_disconnect_types.insert(p_type);
}
void GraphEdit::remove_valid_right_disconnect_type(int p_type) {
	valid_right_disconnect_types.erase(p_type);
}
void GraphEdit::add_valid_left_disconnect_type(int p_type) {
	valid_left_disconnect_types.insert(p_type);
}
void GraphEdit::remove_valid_left_disconnect_type(int p_type) {
	valid_left_disconnect_types.erase(p_type);
}
TypedArray<Dictionary> GraphEdit::_get_connection_list() const {
	List<Connection> conns;
	get_connection_list(&conns);
	TypedArray<Dictionary> arr;
	for (const Connection &E : conns) {
		Dictionary d;
		d["from"] = E.from;
		d["from_port"] = E.from_port;
		d["to"] = E.to;
		d["to_port"] = E.to_port;
		arr.push_back(d);
	}
	return arr;
}
void GraphEdit::_zoom_minus() {
	set_zoom(zoom / zoom_step);
}
void GraphEdit::_zoom_reset() {