### 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
is_resizing = true;
			} else {
				Vector2 click_position = _convert_to_graph_position(mb->get_position() - minimap_padding) - graph_padding;
				_adjust_graph_scroll(click_position);
			}
		} else {
			is_pressing = false;
			is_resizing = false;
		}
		accept_event();
	} else if (mm.is_valid() && is_pressing) {
		if (is_resizing) {
			
			Vector2 new_minimap_size;
			new_minimap_size.x = MIN(get_size().x - mm->get_relative().x, ge->get_size().x - 2.0 * minimap_padding.x);
			new_minimap_size.y = MIN(get_size().y - mm->get_relative().y, ge->get_size().y - 2.0 * minimap_padding.y);
			ge->set_minimap_size(new_minimap_size);
			queue_redraw();
		} else {
			Vector2 click_position = _convert_to_graph_position(mm->get_position() - minimap_padding) - graph_padding;
			_adjust_graph_scroll(click_position);
		}
		accept_event();
	}
}
void GraphEditMinimap::_adjust_graph_scroll(const Vector2 &p_offset) {
	Vector2 graph_offset = _get_graph_offset();
	ge->set_scroll_ofs(p_offset + graph_offset - camera_size / 2);
}
PackedStringArray GraphEdit::get_configuration_warnings() const {