### 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)

if (!is_inside_tree()) {
		return Vector2(0, 0);
	}
	return get_size() - 2 * minimap_padding;
}
Vector2 GraphEditMinimap::_get_graph_offset() {
	return Vector2(ge->h_scroll->get_min(), ge->v_scroll->get_min());
}
Vector2 GraphEditMinimap::_get_graph_size() {
	Vector2 graph_size = Vector2(ge->h_scroll->get_max(), ge->v_scroll->get_max()) - Vector2(ge->h_scroll->get_min(), ge->v_scroll->get_min());
	if (graph_size.x == 0) {
		graph_size.x = 1;
	}
	if (graph_size.y == 0) {
		graph_size.y = 1;
	}
	return graph_size;
}
Vector2 GraphEditMinimap::_convert_from_graph_position(const Vector2 &p_position) {
	Vector2 map_position = Vector2(0, 0);
	Vector2 render_size = _get_render_size();
	map_position.x = p_position.x * render_size.x / graph_proportions.x;
	map_position.y = p_position.y * render_size.y / graph_proportions.y;
	return map_position;
}
Vector2 GraphEditMinimap::_convert_to_graph_position(const Vector2 &p_position) {