### 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)

Vector<Vector2> ret;
	if (GDVIRTUAL_CALL(_get_connection_line, p_from, p_to, ret)) {
		return ret;
	}
	float x_diff = (p_to.x - p_from.x);
	float cp_offset = x_diff * lines_curvature;
	if (x_diff < 0) {
		cp_offset *= -1;
	}
	Curve2D curve;
	curve.add_point(p_from);
	curve.set_point_out(0, Vector2(cp_offset, 0));
	curve.add_point(p_to);
	curve.set_point_in(1, Vector2(-cp_offset, 0));
	if (lines_curvature > 0) {
		return curve.tessellate(5, 2.0);
	} else {
		return curve.tessellate(1);
	}
}
void GraphEdit::_draw_connection_line(CanvasItem *p_where, const Vector2 &p_from, const Vector2 &p_to, const Color &p_color, const Color &p_to_color, float p_width, float p_zoom) {