How much do you need to worry about creating "spaghetti" when working with the animation tree?

Godot Version

4.2.2

Question

I just recently set up my player character’s animations to all work through an animation tree, and while it works perfectly, the tree itself (which uses an animation node state machine as the root) is a bit of a mess, with lots of overlapping transition paths. How worried do I need to be that I’m making spaghetti with all of the different states and transitions? It would be nice if, at the very least, there was a way to change the way it’s visualized or at least filter it so that only the states and transitions I want show up in the tree so I don’t have to sort through all of the overlapping parts whenever I want to make a change.

Animation trees can (and do) very quickly turn into a mess of hard to trace paths. They are badly in need of filtering abilities.