### 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
bool success;
	if (GDVIRTUAL_CALL(_is_in_input_hotzone, p_node, p_port, p_mouse_pos, success)) {
		return success;
	} else {
		Vector2 pos = p_node->get_connection_input_position(p_port) + p_node->get_position();
		return is_in_port_hotzone(pos / zoom, p_mouse_pos, p_port_size, true);
	}
}
bool GraphEdit::is_in_output_hotzone(GraphNode *p_node, int p_port, const Vector2 &p_mouse_pos, const Vector2i &p_port_size) {
	bool success;
	if (GDVIRTUAL_CALL(_is_in_output_hotzone, p_node, p_port, p_mouse_pos, success)) {
		return success;
	} else {
		Vector2 pos = p_node->get_connection_output_position(p_port) + p_node->get_position();
		return is_in_port_hotzone(pos / zoom, p_mouse_pos, p_port_size, false);
	}
}
bool GraphEdit::is_in_port_hotzone(const Vector2 &pos, const Vector2 &p_mouse_pos, const Vector2i &p_port_size, bool p_left) {