### 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
h_scroll->set_value(h_scroll->get_value() - p_scroll_vec.x);
	v_scroll->set_value(v_scroll->get_value() - p_scroll_vec.y);
}
void GraphEdit::_zoom_callback(float p_zoom_factor, Vector2 p_origin, Ref<InputEvent> p_event) {
	set_zoom_custom(zoom * p_zoom_factor, p_origin);
}
void GraphEdit::set_connection_activity(const StringName &p_from, int p_from_port, const StringName &p_to, int p_to_port, float p_activity) {
	for (Connection &E : connections) {
		if (E.from == p_from && E.from_port == p_from_port && E.to == p_to && E.to_port == p_to_port) {
			if (Math::is_equal_approx(E.activity, p_activity)) {
				
				top_layer->queue_redraw();
				minimap->queue_redraw();
				connections_layer->queue_redraw();
			}
			E.activity = p_activity;
			return;
		}
	}
}
void GraphEdit::clear_connections() {