### 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
Vector<Vector2> points = get_connection_line(p_from / p_zoom, p_to / p_zoom);
	Vector<Vector2> scaled_points;
	Vector<Color> colors;
	float length = (p_from / p_zoom).distance_to(p_to / p_zoom);
	for (int i = 0; i < points.size(); i++) {
		float d = (p_from / p_zoom).distance_to(points[i]) / length;
		colors.push_back(p_color.lerp(p_to_color, d));
		scaled_points.push_back(points[i] * p_zoom);
	}
	
	p_where->draw_polyline_colors(scaled_points, colors, MAX(0.5, Math::floor(p_width * get_theme_default_base_scale())), lines_antialiased);
}
void GraphEdit::_connections_layer_draw() {
	Color activity_color = get_theme_color(SNAME("activity"));