### 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
Ref<Texture2D> port_icon = get_theme_icon(SNAME("port"), SNAME("GraphNode"));
	for (int i = get_child_count() - 1; i >= 0; i--) {
		GraphNode *gn = Object::cast_to<GraphNode>(get_child(i));
		if (!gn) {
			continue;
		}
		for (int j = 0; j < gn->get_connection_input_count(); j++) {
			Vector2i port_size = Vector2i(port_icon->get_width(), port_icon->get_height());
			port_size.height = MAX(port_size.height, gn->get_connection_input_height(j));
			if (is_in_input_hotzone(gn, j, p_point / zoom, port_size)) {
				return true;
			}
		}
		for (int j = 0; j < gn->get_connection_output_count(); j++) {
			Vector2i port_size = Vector2i(port_icon->get_width(), port_icon->get_height());
			port_size.height = MAX(port_size.height, gn->get_connection_output_height(j));
			if (is_in_output_hotzone(gn, j, p_point / zoom, port_size)) {
				return true;
			}
		}
	}
	return false;
}
void GraphEdit::_top_layer_input(const Ref<InputEvent> &p_ev) {