### 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 panning_scheme;
}
void GraphEdit::set_zoom(float p_zoom) {
	set_zoom_custom(p_zoom, get_size() / 2);
}
void GraphEdit::set_zoom_custom(float p_zoom, const Vector2 &p_center) {
	p_zoom = CLAMP(p_zoom, zoom_min, zoom_max);
	if (zoom == p_zoom) {
		return;
	}
	Vector2 sbofs = (Vector2(h_scroll->get_value(), v_scroll->get_value()) + p_center) / zoom;
	zoom = p_zoom;
	top_layer->queue_redraw();
	zoom_minus->set_disabled(zoom == zoom_min);
	zoom_plus->set_disabled(zoom == zoom_max);
	_update_scroll();
	minimap->queue_redraw();
	connections_layer->queue_redraw();
	if (is_visible_in_tree()) {
		Vector2 ofs = sbofs * zoom - p_center;
		h_scroll->set_value(ofs.x);
		v_scroll->set_value(ofs.y);
	}
	_update_zoom_label();
	queue_redraw();
}
float GraphEdit::get_zoom() const {