### 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
ERR_FAIL_COND(p_ev.is_null());
	if (panner->gui_input(p_ev, warped_panning ? get_global_rect() : Rect2())) {
		return;
	}
	Ref<InputEventMouseMotion> mm = p_ev;
	if (mm.is_valid() && dragging) {
		if (!moving_selection) {
			emit_signal(SNAME("begin_node_move"));
			moving_selection = true;
		}
		just_selected = true;
		drag_accum += mm->get_relative();
		for (int i = get_child_count() - 1; i >= 0; i--) {
			GraphNode *gn = Object::cast_to<GraphNode>(get_child(i));
			if (gn && gn->is_selected() && gn->is_draggable()) {
				Vector2 pos = (gn->get_drag_from() * zoom + drag_accum) / zoom;
				
				
				if (is_using_snap() ^ Input::get_singleton()->is_key_pressed(Key::CTRL)) {
					const int snap = get_snap();
					pos = pos.snapped(Vector2(snap, snap));
				}