### 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 (r_layers.size() == 1) {
		return;
	}
	for (unsigned int i = 1; i < r_layers.size(); i++) {
		Vector<StringName> upper_layer = r_layers[i - 1];
		Vector<StringName> lower_layer = r_layers[i];
		HashMap<StringName, Dictionary> c;
		for (int j = 0; j < lower_layer.size(); j++) {
			StringName p = lower_layer[j];
			Dictionary d;
			for (int k = 0; k < lower_layer.size(); k++) {
				unsigned int crossings = 0;
				StringName q = lower_layer[k];
				if (j != k) {
					for (int h = 1; h < upper_layer.size(); h++) {
						if (r_upper_neighbours[p].has(upper_layer[h])) {
							for (int g = 0; g < h; g++) {
								if (r_upper_neighbours[q].has(upper_layer[g])) {
									crossings++;
								}
							}
						}
					}
				}
				d[q] = crossings;
			}
			c.insert(p, d);
		}
		r_layers.insert(i, _split(lower_layer, c));