### 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
Ref<InputEventMouseButton> mb = p_ev;
	if (mb.is_valid() && mb->get_button_index() == MouseButton::LEFT && mb->is_pressed()) {
		Ref<Texture2D> port_icon = get_theme_icon(SNAME("port"), SNAME("GraphNode"));
		connecting_valid = false;
		click_pos = mb->get_position() / zoom;
		for (int i = get_child_count() - 1; i >= 0; i--) {
			GraphNode *gn = Object::cast_to<GraphNode>(get_child(i));
			if (!gn) {
				continue;
			}
			for (int j = 0; j < gn->get_connection_output_count(); j++) {
				Vector2 pos = gn->get_connection_output_position(j) + gn->get_position();
				Vector2i port_size = Vector2i(port_icon->get_width(), port_icon->get_height());
				port_size.height = MAX(port_size.height, gn->get_connection_output_height(j));
				if (is_in_output_hotzone(gn, j, click_pos, port_size)) {
					if (valid_left_disconnect_types.has(gn->get_connection_output_type(j))) {
						
						for (const Connection &E : connections) {
							if (E.from == gn->get_name() && E.from_port == j) {
								Node *to = get_node(NodePath(E.to));
								if (Object::cast_to<GraphNode>(to)) {
									connecting_from = E.to;
									connecting_index = E.to_port;
									connecting_out = false;
									connecting_type = Object::cast_to<GraphNode>(to)->get_connection_input_type(E.to_port);