### 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
if (p_v == p_w) {
		int min_order = MAX_ORDER;
		Connection incoming;
		for (List<Connection>::Element *E = connections.front(); E; E = E->next()) {
			if (E->get().to == p_w) {
				ORDER(E->get().from, r_layers);
				if (min_order > order) {
					min_order = order;
					incoming = E->get();
				}
			}
		}
		if (incoming.from != StringName()) {
			GraphNode *gfrom = Object::cast_to<GraphNode>(r_node_names[incoming.from]);
			GraphNode *gto = Object::cast_to<GraphNode>(r_node_names[p_w]);
			Vector2 frompos = gfrom->get_connection_output_position(incoming.from_port);
			Vector2 topos = gto->get_connection_input_position(incoming.to_port);
			
			if (gfrom->is_selected()) {
				Vector2 connected_block_pos = r_node_positions[r_root[incoming.from]];
				if (connected_block_pos.y != FLT_MAX) {
					
					threshold = connected_block_pos.y + (real_t)r_inner_shift[incoming.from] - (real_t)r_inner_shift[p_w] + frompos.y - topos.y;
				}
			}
		}
	}
	if (threshold == FLT_MIN && (StringName)r_align[p_w] == p_v) {
		
		int min_order = MAX_ORDER;