### 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 (!awaiting_scroll_offset_update) {
		call_deferred(SNAME("_update_scroll_offset"));
		awaiting_scroll_offset_update = true;
	}
	top_layer->queue_redraw();
	minimap->queue_redraw();
	queue_redraw();
	if (!setting_scroll_ofs) { 
		emit_signal(SNAME("scroll_offset_changed"), get_scroll_ofs());
	}
}
void GraphEdit::_update_scroll_offset() {
	set_block_minimum_size_adjust(true);
	for (int i = 0; i < get_child_count(); i++) {
		GraphNode *gn = Object::cast_to<GraphNode>(get_child(i));
		if (!gn) {
			continue;
		}
		Point2 pos = gn->get_position_offset() * zoom;
		pos -= Point2(h_scroll->get_value(), v_scroll->get_value());
		gn->set_position(pos);
		if (gn->get_scale() != Vector2(zoom, zoom)) {
			gn->set_scale(Vector2(zoom, zoom));
		}
	}
	connections_layer->set_position(-Point2(h_scroll->get_value(), v_scroll->get_value()));
	set_block_minimum_size_adjust(false);
	awaiting_scroll_offset_update = false;
}
void GraphEdit::_update_scroll() {