### 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
connections.clear();
	minimap->queue_redraw();
	queue_redraw();
	connections_layer->queue_redraw();
}
void GraphEdit::force_connection_drag_end() {
	ERR_FAIL_COND_MSG(!connecting, "Drag end requested without active drag!");
	connecting = false;
	connecting_valid = false;
	top_layer->queue_redraw();
	minimap->queue_redraw();
	queue_redraw();
	connections_layer->queue_redraw();
	emit_signal(SNAME("connection_drag_ended"));
}
bool GraphEdit::is_node_hover_valid(const StringName &p_from, const int p_from_port, const StringName &p_to, const int p_to_port) {
	bool valid = true;
	GDVIRTUAL_CALL(_is_node_hover_valid, p_from, p_from_port, p_to, p_to_port, valid);
	return valid;
}
void GraphEdit::set_panning_scheme(PanningScheme p_scheme) {
	panning_scheme = p_scheme;
	panner->set_control_scheme((ViewPanner::ControlScheme)p_scheme);
}
GraphEdit::PanningScheme GraphEdit::get_panning_scheme() const {