### 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
selected = true;
				t.append_array(l[current_layer]);
				l.insert(current_layer, t);
				HashSet<StringName> V;
				V.insert(E);
				_set_operations(GraphEdit::UNION, u, V);
			}
		}
		if (!selected) {
			current_layer++;
			uint32_t previous_size_z = z.size();
			_set_operations(GraphEdit::UNION, z, u);
			if (z.size() == previous_size_z) {
				WARN_PRINT("Graph contains cycle(s). The cycle(s) will not be rearranged accurately.");
				Vector<StringName> t;
				if (l.has(0)) {
					t.append_array(l[0]);
				}
				for (const StringName &E : p) {
					t.push_back(E);
				}
				l.insert(0, t);
				break;
			}
		}
		selected = false;
	}
	return l;
}
Vector<StringName> GraphEdit::_split(const Vector<StringName> &r_layer, const HashMap<StringName, Dictionary> &r_crossings) {