### 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
Vector2 graph_offset = _get_graph_offset();
	Vector2 graph_size = _get_graph_size();
	camera_position = ge->get_scroll_ofs() - graph_offset;
	camera_size = ge->get_size();
	Vector2 render_size = _get_render_size();
	float target_ratio = render_size.x / render_size.y;
	float graph_ratio = graph_size.x / graph_size.y;
	graph_proportions = graph_size;
	graph_padding = Vector2(0, 0);
	if (graph_ratio > target_ratio) {
		graph_proportions.x = graph_size.x;
		graph_proportions.y = graph_size.x / target_ratio;
		graph_padding.y = Math::abs(graph_size.y - graph_proportions.y) / 2;
	} else {
		graph_proportions.x = graph_size.y * target_ratio;
		graph_proportions.y = graph_size.y;
		graph_padding.x = Math::abs(graph_size.x - graph_proportions.x) / 2;
	}
	
	minimap_offset = minimap_padding + _convert_from_graph_position(graph_padding);
}
Rect2 GraphEditMinimap::get_camera_rect() {