### 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)

for (int i = 0; i < p_comment_enclosed_nodes[p_node->get_name()].size(); i++) {
		p_comment_enclosed_nodes[p_node->get_name()][i]->set_drag(p_drag);
	}
}
void GraphEdit::_set_position_of_comment_enclosed_nodes(GraphNode *p_node, HashMap<StringName, Vector<GraphNode *>> &p_comment_enclosed_nodes, Vector2 p_drag_accum) {
	for (int i = 0; i < p_comment_enclosed_nodes[p_node->get_name()].size(); i++) {
		Vector2 pos = (p_comment_enclosed_nodes[p_node->get_name()][i]->get_drag_from() * zoom + drag_accum) / zoom;
		if (is_using_snap() ^ Input::get_singleton()->is_key_pressed(Key::CTRL)) {
			const int snap = get_snap();
			pos = pos.snapped(Vector2(snap, snap));
		}
		p_comment_enclosed_nodes[p_node->get_name()][i]->set_position_offset(pos);
	}
}
bool GraphEdit::_filter_input(const Point2 &p_point) {