### 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
_update_scroll();
	if (connecting) {
		Node *fromn = get_node(NodePath(connecting_from));
		ERR_FAIL_COND(!fromn);
		GraphNode *from = Object::cast_to<GraphNode>(fromn);
		ERR_FAIL_COND(!from);
		Vector2 pos;
		if (connecting_out) {
			pos = from->get_connection_output_position(connecting_index);
		} else {
			pos = from->get_connection_input_position(connecting_index);
		}
		pos += from->get_position();
		Vector2 topos;
		topos = connecting_to;
		Color col = connecting_color;
		if (connecting_target) {
			col.r += 0.4;
			col.g += 0.4;
			col.b += 0.4;
		}
		if (!connecting_out) {
			SWAP(pos, topos);
		}
		_draw_connection_line(top_layer, pos, topos, col, col, lines_thickness, zoom);
	}
	if (box_selecting) {
		top_layer->draw_rect(box_selecting_rect, get_theme_color(SNAME("selection_fill")));
		top_layer->draw_rect(box_selecting_rect, get_theme_color(SNAME("selection_stroke")), false);
	}