### Godot version

4.0 Beta 10 mono

### System information

Windows 10, Nvidia GTX 1660Ti, Vulkan

### Issue description

Check the reproduction steps, that makes it hopefully clear.

### Steps to reproduce

1. Add AnimationTree
2. Set its TreeRoot to ANimationNodeBlendTree
3. Click on AnimaitonTree to open the AnimationTree visual nodes editor.
4. Drag a noodle from the output port to anywhere in the editor (it gives you a pop up menu to select which new node you want it to connect to).
5. Cancel the menu popup by clicking outside the menu (not selecting anything).
6. Now right click anywhere in the editor again (it shows a popup menu to add new animation nodes).
7. Add any node (for example 'Add2').
8. Observe the newly added Add2 node has been connected to the output (it shouldn't be since you canceled the original noodle drop menu popup which should be the only command to create a new node and have it automatically connected)
(this happens to any node, not just the Output).

### Minimal reproduction project

-
name(p_name),
				type(p_type),
				input_port_count(p_input_port_count) {
		}
	};
	Vector<AddOption> add_options;
	void _add_node(int p_idx);
	void _update_options_menu(bool p_has_input_ports = false);
	static AnimationNodeBlendTreeEditor *singleton;
	void _node_dragged(const Vector2 &p_from, const Vector2 &p_to, const StringName &p_which);
	void _node_renamed(const String &p_text, Ref<AnimationNode> p_node);
	void _node_renamed_focus_out(Ref<AnimationNode> p_node);
	void _node_rename_lineedit_changed(const String &p_text);
	void _node_changed(const StringName &p_node_name);
	String current_node_rename_text;
	bool updating;
	void _connection_request(const String &p_from, int p_from_index, const String &p_to, int p_to_index);
	void _disconnection_request(const String &p_from, int p_from_index, const String &p_to, int p_to_index);
	void _scroll_changed(const Vector2 &p_scroll);
	void _node_selected(Object *p_node);
	void _open_in_editor(const String &p_which);
	void _anim_selected(int p_index, Array p_options, const String &p_node);
	void _delete_request(const String &p_which);
	void _delete_nodes_request(const TypedArray<StringName> &p_nodes);
	bool _update_filters(const Ref<AnimationNode> &anode);
	void _inspect_filters(const String &p_which);
	void _filter_edited();
	void _filter_toggled();
	Ref<AnimationNode> _filter_edit;