### 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)

Connection outgoing;
		for (List<Connection>::Element *E = connections.front(); E; E = E->next()) {
			if (E->get().from == p_w) {
				ORDER(E->get().to, r_layers);
				if (min_order > order) {
					min_order = order;
					outgoing = E->get();
				}
			}
		}
		if (outgoing.to != StringName()) {
			GraphNode *gfrom = Object::cast_to<GraphNode>(r_node_names[p_w]);
			GraphNode *gto = Object::cast_to<GraphNode>(r_node_names[outgoing.to]);
			Vector2 frompos = gfrom->get_connection_output_position(outgoing.from_port);
			Vector2 topos = gto->get_connection_input_position(outgoing.to_port);
			
			if (gto->is_selected()) {
				Vector2 connected_block_pos = r_node_positions[r_root[outgoing.to]];
				if (connected_block_pos.y != FLT_MAX) {
					
					threshold = connected_block_pos.y + (real_t)r_inner_shift[outgoing.to] - (real_t)r_inner_shift[p_w] + frompos.y - topos.y;
				}
			}
		}
	}
#undef MAX_ORDER
#undef ORDER
	return threshold;
}
void GraphEdit::_place_block(StringName p_v, float p_delta, const HashMap<int, Vector<StringName>> &r_layers, const Dictionary &r_root, const Dictionary &r_align, const Dictionary &r_node_name, const Dictionary &r_inner_shift, Dictionary &r_sink, Dictionary &r_shift, HashMap<StringName, Vector2> &r_node_positions) {