### 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
} break;
		case NOTIFICATION_DRAW: {
			draw_style_box(get_theme_stylebox(SNAME("bg")), Rect2(Point2(), get_size()));
			if (is_using_snap()) {
				
				int snap = get_snap();
				Vector2 offset = get_scroll_ofs() / zoom;
				Size2 size = get_size() / zoom;
				Point2i from = (offset / float(snap)).floor();
				Point2i len = (size / float(snap)).floor() + Vector2(1, 1);
				Color grid_minor = get_theme_color(SNAME("grid_minor"));
				Color grid_major = get_theme_color(SNAME("grid_major"));
				for (int i = from.x; i < from.x + len.x; i++) {
					Color color;
					if (ABS(i) % 10 == 0) {
						color = grid_major;
					} else {
						color = grid_minor;
					}
					float base_ofs = i * snap * zoom - offset.x * zoom;
					draw_line(Vector2(base_ofs, 0), Vector2(base_ofs, get_size().height), color);
				}
				for (int i = from.y; i < from.y + len.y; i++) {
					Color color;
					if (ABS(i) % 10 == 0) {
						color = grid_major;
					} else {
						color = grid_minor;
					}
					float base_ofs = i * snap * zoom - offset.y * zoom;