### 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
#include "graph_edit.h"
#include "core/input/input.h"
#include "core/math/math_funcs.h"
#include "core/os/keyboard.h"
#include "scene/gui/box_container.h"
#include "scene/gui/button.h"
#include "scene/gui/view_panner.h"
constexpr int MINIMAP_OFFSET = 12;
constexpr int MINIMAP_PADDING = 5;
bool GraphEditFilter::has_point(const Point2 &p_point) const {
	return ge->_filter_input(p_point);
}
GraphEditFilter::GraphEditFilter(GraphEdit *p_edit) {
	ge = p_edit;
}
GraphEditMinimap::GraphEditMinimap(GraphEdit *p_edit) {
	ge = p_edit;
	graph_proportions = Vector2(1, 1);
	graph_padding = Vector2(0, 0);
	camera_position = Vector2(100, 50);
	camera_size = Vector2(200, 200);
	minimap_padding = Vector2(MINIMAP_PADDING, MINIMAP_PADDING);
	minimap_offset = minimap_padding + _convert_from_graph_position(graph_padding);
	is_pressing = false;
	is_resizing = false;
}
void GraphEditMinimap::update_minimap() {