### 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
return r_u.size();
		} break;
		case GraphEdit::UNION: {
			for (const StringName &E : r_v) {
				if (!r_u.has(E)) {
					r_u.insert(E);
				}
			}
			return r_u.size();
		} break;
		default:
			break;
	}
	return -1;
}
HashMap<int, Vector<StringName>> GraphEdit::_layering(const HashSet<StringName> &r_selected_nodes, const HashMap<StringName, HashSet<StringName>> &r_upper_neighbours) {
	HashMap<int, Vector<StringName>> l;
	HashSet<StringName> p = r_selected_nodes, q = r_selected_nodes, u, z;
	int current_layer = 0;
	bool selected = false;
	while (!_set_operations(GraphEdit::IS_EQUAL, q, u)) {
		_set_operations(GraphEdit::DIFFERENCE, p, u);
		for (const StringName &E : p) {
			HashSet<StringName> n = r_upper_neighbours[E];
			if (_set_operations(GraphEdit::IS_SUBSET, n, z)) {
				Vector<StringName> t;
				t.push_back(E);
				if (!l.has(current_layer)) {
					l.insert(current_layer, Vector<StringName>{});
				}