### 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
Vector2 camera_center = _convert_from_graph_position(camera_position + camera_size / 2) + minimap_offset;
	Vector2 camera_viewport = _convert_from_graph_position(camera_size);
	Vector2 camera_pos = (camera_center - camera_viewport / 2);
	return Rect2(camera_pos, camera_viewport);
}
Vector2 GraphEditMinimap::_get_render_size() {
	if (!is_inside_tree()) {
		return Vector2(0, 0);
	}
	return get_size() - 2 * minimap_padding;
}
Vector2 GraphEditMinimap::_get_graph_offset() {
	return Vector2(ge->h_scroll->get_min(), ge->v_scroll->get_min());
}
Vector2 GraphEditMinimap::_get_graph_size() {
	Vector2 graph_size = Vector2(ge->h_scroll->get_max(), ge->v_scroll->get_max()) - Vector2(ge->h_scroll->get_min(), ge->v_scroll->get_min());
	if (graph_size.x == 0) {
		graph_size.x = 1;
	}
	if (graph_size.y == 0) {
		graph_size.y = 1;
	}
	return graph_size;
}
Vector2 GraphEditMinimap::_convert_from_graph_position(const Vector2 &p_position) {