### 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
GraphNode *gn = Object::cast_to<GraphNode>(p_gn);
	ERR_FAIL_COND(!gn);
	if (gn->is_comment()) {
		move_child(gn, 0);
	} else {
		gn->move_to_front();
	}
}
void GraphEdit::_graph_node_selected(Node *p_gn) {
	GraphNode *gn = Object::cast_to<GraphNode>(p_gn);
	ERR_FAIL_COND(!gn);
	emit_signal(SNAME("node_selected"), gn);
}
void GraphEdit::_graph_node_deselected(Node *p_gn) {
	GraphNode *gn = Object::cast_to<GraphNode>(p_gn);
	ERR_FAIL_COND(!gn);
	emit_signal(SNAME("node_deselected"), gn);
}
void GraphEdit::_graph_node_moved(Node *p_gn) {
	GraphNode *gn = Object::cast_to<GraphNode>(p_gn);
	ERR_FAIL_COND(!gn);
	top_layer->queue_redraw();
	minimap->queue_redraw();
	queue_redraw();
	connections_layer->queue_redraw();
}
void GraphEdit::_graph_node_slot_updated(int p_index, Node *p_gn) {