### 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
Vector<Vector2> ret;
	if (GDVIRTUAL_CALL(_get_connection_line, p_from, p_to, ret)) {
		return ret;
	}
	float x_diff = (p_to.x - p_from.x);
	float cp_offset = x_diff * lines_curvature;
	if (x_diff < 0) {
		cp_offset *= -1;
	}
	Curve2D curve;
	curve.add_point(p_from);
	curve.set_point_out(0, Vector2(cp_offset, 0));
	curve.add_point(p_to);
	curve.set_point_in(1, Vector2(-cp_offset, 0));
	if (lines_curvature > 0) {
		return curve.tessellate(5, 2.0);
	} else {
		return curve.tessellate(1);
	}
}
void GraphEdit::_draw_connection_line(CanvasItem *p_where, const Vector2 &p_from, const Vector2 &p_to, const Color &p_color, const Color &p_to_color, float p_width, float p_zoom) {