### 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
minimap->queue_redraw();
		}
	}
	if (p_ev->is_pressed()) {
		if (p_ev->is_action("ui_graph_duplicate", true)) {
			emit_signal(SNAME("duplicate_nodes_request"));
			accept_event();
		} else if (p_ev->is_action("ui_copy", true)) {
			emit_signal(SNAME("copy_nodes_request"));
			accept_event();
		} else if (p_ev->is_action("ui_paste", true)) {
			emit_signal(SNAME("paste_nodes_request"));
			accept_event();
		} else if (p_ev->is_action("ui_graph_delete", true)) {
			TypedArray<StringName> nodes;
			for (int i = 0; i < get_child_count(); i++) {
				GraphNode *gn = Object::cast_to<GraphNode>(get_child(i));
				if (!gn) {
					continue;
				}
				if (gn->is_selected() && gn->is_close_button_visible()) {
					nodes.push_back(gn->get_name());
				}
			}
			emit_signal(SNAME("delete_nodes_request"), nodes);
			accept_event();
		}
	}
}
void GraphEdit::_pan_callback(Vector2 p_scroll_vec, Ref<InputEvent> p_event) {