### 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
}
				}
			}
			if (drag_accum != Vector2()) {
				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->set_drag(false);
						if (gn->is_comment()) {
							_set_drag_comment_enclosed_nodes(gn, comment_enclosed_nodes, false);
						}
					}
				}
			}
			if (moving_selection) {
				emit_signal(SNAME("end_node_move"));
				moving_selection = false;
			}
			dragging = false;
			top_layer->queue_redraw();
			minimap->queue_redraw();
			queue_redraw();
			connections_layer->queue_redraw();
		}
		if (b->get_button_index() == MouseButton::LEFT && b->is_pressed()) {
			GraphNode *gn = nullptr;
			
			for (int i = get_child_count() - 1; i >= 0; i--) {
				GraphNode *gn_selected = Object::cast_to<GraphNode>(get_child(i));
				if (!gn_selected) {