### 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 (connecting) {
			force_connection_drag_end();
		}
	}
}
bool GraphEdit::_check_clickable_control(Control *p_control, const Vector2 &mpos, const Vector2 &p_offset) {
	if (p_control->is_set_as_top_level() || !p_control->is_visible() || !p_control->is_inside_tree()) {
		return false;
	}
	Rect2 control_rect = p_control->get_rect();
	control_rect.size *= zoom;
	control_rect.position *= zoom;
	control_rect.position += p_offset;
	if (!control_rect.has_point(mpos) || p_control->get_mouse_filter() == MOUSE_FILTER_IGNORE) {
		
		for (int i = 0; i < p_control->get_child_count(); i++) {
			Control *child_rect = Object::cast_to<Control>(p_control->get_child(i));
			if (!child_rect) {
				continue;
			}
			if (_check_clickable_control(child_rect, mpos, control_rect.position)) {
				return true;
			}
		}
		return false;
	} else {
		return true;
	}
}
bool GraphEdit::is_in_input_hotzone(GraphNode *p_node, int p_port, const Vector2 &p_mouse_pos, const Vector2i &p_port_size) {