### 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
for (const List<Connection>::Element *E = connections.front(); E; E = E->next()) {
		if (E->get().from == p_from && E->get().from_port == p_from_port && E->get().to == p_to && E->get().to_port == p_to_port) {
			connections.erase(E);
			top_layer->queue_redraw();
			minimap->queue_redraw();
			queue_redraw();
			connections_layer->queue_redraw();
			return;
		}
	}
}
void GraphEdit::get_connection_list(List<Connection> *r_connections) const {
	*r_connections = connections;
}
void GraphEdit::set_scroll_ofs(const Vector2 &p_ofs) {
	setting_scroll_ofs = true;
	h_scroll->set_value(p_ofs.x);
	v_scroll->set_value(p_ofs.y);
	_update_scroll();
	setting_scroll_ofs = false;
}
Vector2 GraphEdit::get_scroll_ofs() const {
	return Vector2(h_scroll->get_value(), v_scroll->get_value());
}
void GraphEdit::_scroll_moved(double) {