### 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> points = get_connection_line(p_from / p_zoom, p_to / p_zoom);
	Vector<Vector2> scaled_points;
	Vector<Color> colors;
	float length = (p_from / p_zoom).distance_to(p_to / p_zoom);
	for (int i = 0; i < points.size(); i++) {
		float d = (p_from / p_zoom).distance_to(points[i]) / length;
		colors.push_back(p_color.lerp(p_to_color, d));
		scaled_points.push_back(points[i] * p_zoom);
	}
	
	p_where->draw_polyline_colors(scaled_points, colors, MAX(0.5, Math::floor(p_width * get_theme_default_base_scale())), lines_antialiased);
}
void GraphEdit::_connections_layer_draw() {