### Godot version

4.0 Beta 10 mono

### System information

Windows 10, Nvidia GTX 1660Ti, Vulkan

### Issue description

Check the reproduction steps, that makes it hopefully clear.

### Steps to reproduce

1. Add AnimationTree
2. Set its TreeRoot to ANimationNodeBlendTree
3. Click on AnimaitonTree to open the AnimationTree visual nodes editor.
4. Drag a noodle from the output port to anywhere in the editor (it gives you a pop up menu to select which new node you want it to connect to).
5. Cancel the menu popup by clicking outside the menu (not selecting anything).
6. Now right click anywhere in the editor again (it shows a popup menu to add new animation nodes).
7. Add any node (for example 'Add2').
8. Observe the newly added Add2 node has been connected to the output (it shouldn't be since you canceled the original noodle drop menu popup which should be the only command to create a new node and have it automatically connected)
(this happens to any node, not just the Output).

### Minimal reproduction project

-
graph->clear_connections();
	List<AnimationNodeBlendTree::NodeConnection> node_connections;
	blend_tree->get_node_connections(&node_connections);
	for (const AnimationNodeBlendTree::NodeConnection &E : node_connections) {
		StringName from = E.output_node;
		StringName to = E.input_node;
		int to_idx = E.input_index;
		graph->connect_node(from, 0, to, to_idx);
	}
	
	for (const KeyValue<StringName, ProgressBar *> &E : animations) {
		if (E.key == prev_name) {
			animations[new_name] = animations[prev_name];
			animations.erase(prev_name);
			break;
		}
	}
	update_graph(); 
	current_node_rename_text = String();
}
void AnimationNodeBlendTreeEditor::_node_renamed_focus_out(Ref<AnimationNode> p_node) {
	if (current_node_rename_text.is_empty()) {
		return; 
	}
	_node_renamed(current_node_rename_text, p_node);
}
void AnimationNodeBlendTreeEditor::_node_rename_lineedit_changed(const String &p_text) {
	current_node_rename_text = p_text;
}
bool AnimationNodeBlendTreeEditor::can_edit(const Ref<AnimationNode> &p_node) {