### 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
List<List<Connection>::Element *> to_erase;
	for (List<Connection>::Element *E = connections.front(); E; E = E->next()) {
		const Connection &c = E->get();
		Node *from = get_node(NodePath(c.from));
		GraphNode *gfrom = Object::cast_to<GraphNode>(from);
		if (!gfrom) {
			to_erase.push_back(E);
			continue;
		}
		Node *to = get_node(NodePath(c.to));
		GraphNode *gto = Object::cast_to<GraphNode>(to);
		if (!gto) {
			to_erase.push_back(E);
			continue;
		}
		Vector2 frompos = gfrom->get_connection_output_position(c.from_port) + gfrom->get_position_offset() * zoom;
		Color color = gfrom->get_connection_output_color(c.from_port);
		Vector2 topos = gto->get_connection_input_position(c.to_port) + gto->get_position_offset() * zoom;
		Color tocolor = gto->get_connection_input_color(c.to_port);
		if (c.activity > 0) {
			color = color.lerp(activity_color, c.activity);
			tocolor = tocolor.lerp(activity_color, c.activity);
		}
		_draw_connection_line(connections_layer, frompos, topos, color, tocolor, lines_thickness, zoom);
	}
	for (List<Connection>::Element *&E : to_erase) {
		connections.erase(E);
	}
}
void GraphEdit::_top_layer_draw() {