### 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 (r_layers.size() == 1) {
		return;
	}
	for (unsigned int i = 1; i < r_layers.size(); i++) {
		Vector<StringName> upper_layer = r_layers[i - 1];
		Vector<StringName> lower_layer = r_layers[i];
		HashMap<StringName, Dictionary> c;
		for (int j = 0; j < lower_layer.size(); j++) {
			StringName p = lower_layer[j];
			Dictionary d;
			for (int k = 0; k < lower_layer.size(); k++) {
				unsigned int crossings = 0;
				StringName q = lower_layer[k];
				if (j != k) {
					for (int h = 1; h < upper_layer.size(); h++) {
						if (r_upper_neighbours[p].has(upper_layer[h])) {
							for (int g = 0; g < h; g++) {
								if (r_upper_neighbours[q].has(upper_layer[g])) {
									crossings++;
								}
							}
						}
					}
				}
				d[q] = crossings;
			}
			c.insert(p, d);
		}
		r_layers.insert(i, _split(lower_layer, c));