### 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)

tocolor = tocolor.lerp(activity_color, c.activity);
		}
		_draw_connection_line(connections_layer, frompos, topos, color, tocolor, lines_thickness, zoom);
	}
	for (List<Connection>::Element *&E : to_erase) {
		connections.erase(E);
	}
}
void GraphEdit::_top_layer_draw() {
	_update_scroll();
	if (connecting) {
		Node *fromn = get_node_or_null(NodePath(connecting_from));
		ERR_FAIL_NULL(fromn);
		GraphNode *from = Object::cast_to<GraphNode>(fromn);
		ERR_FAIL_NULL(from);
		Vector2 pos;
		if (connecting_out) {
			pos = from->get_connection_output_position(connecting_index);
		} else {
			pos = from->get_connection_input_position(connecting_index);
		}
		pos += from->get_position();
		Vector2 topos;
		topos = connecting_to;
		Color col = connecting_color;
		if (connecting_target) {
			col.r += 0.4;
			col.g += 0.4;
			col.b += 0.4;
		}