### 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
}
				} else if (b->is_shift_pressed()) {
					box_selection_mode_additive = false;
					previous_selected.clear();
					for (int i = get_child_count() - 1; i >= 0; i--) {
						GraphNode *gn2 = Object::cast_to<GraphNode>(get_child(i));
						if (!gn2 || !gn2->is_selected()) {
							continue;
						}
						previous_selected.push_back(gn2);
					}
				} else {
					box_selection_mode_additive = true;
					previous_selected.clear();
					for (int i = get_child_count() - 1; i >= 0; i--) {
						GraphNode *gn2 = Object::cast_to<GraphNode>(get_child(i));
						if (!gn2) {
							continue;
						}
						gn2->set_selected(false);
					}
				}
			}
		}
		if (b->get_button_index() == MouseButton::LEFT && !b->is_pressed() && box_selecting) {
			
			box_selecting = false;
			box_selecting_rect = Rect2();
			previous_selected.clear();
			top_layer->queue_redraw();