### Godot version

4.1

### System information

Fedora, RX 590

### Issue description

Between 4.0.2 release and 4.0.3 RC1 the hotzone of the visual shader nodes have shrunk on the side that overlaps the node itself.
![Screenshot from 2023-06-22 12-14-19](https://github.com/godotengine/godot/assets/7917475/255feaf2-6e8c-4e7b-a1d9-0b86f28b1ec2)


### Steps to reproduce

Download 4.0.2 release and 4.0.3-rc1. 

Open MRP, navigate to hotzone.tres shader.

Zoom out to this level of zoom: 
![image](https://github.com/godotengine/godot/assets/7917475/5a3ffd5f-7760-4ced-a6aa-7861c2c1206f)

Try to extract a pin from ColorOp node.

In 4.0.3 you can observe how if you're not very precise you will drag the node around.

### Minimal reproduction project

[hotzone.zip](https://github.com/godotengine/godot/files/11832820/hotzone.zip)

Color activity_color = get_theme_color(SNAME("activity"));
	
	List<List<Connection>::Element *> to_erase;
	for (List<Connection>::Element *E = connections.front(); E; E = E->next()) {
		const Connection &c = E->get();
		Node *from = get_node(NodePath(c.from));
		GraphNode *gfrom = Object::cast_to<GraphNode>(from);
		if (!gfrom) {
			to_erase.push_back(E);
			continue;
		}
		Node *to = get_node(NodePath(c.to));
		GraphNode *gto = Object::cast_to<GraphNode>(to);
		if (!gto) {
			to_erase.push_back(E);
			continue;
		}
		Vector2 frompos = gfrom->get_connection_output_position(c.from_port) + gfrom->get_position_offset() * zoom;
		Color color = gfrom->get_connection_output_color(c.from_port);
		Vector2 topos = gto->get_connection_input_position(c.to_port) + gto->get_position_offset() * zoom;
		Color tocolor = gto->get_connection_input_color(c.to_port);
		if (c.activity > 0) {
			color = color.lerp(activity_color, c.activity);