Nodes are automaticaly connected to WorldContext pins

We have numerous blueprint functions declared to have WorldContextObject as a parameters.
By design it should be hidden and automatically get GetWorld from a context being called.

But we have quite opposite,

For example we have function

UFUNCTION(Category = "UI", BlueprintCallable, meta = (HidePin = "WorldContextObject", WorldContext = "WorldContextObject"))
	static void AddWidgetToViewport(const UObject* WorldContextObject, class UUserWidget* Widget);

And when I grab a widget and add call to it i got widget pin attached to WorldContextObject.

Can that be fixed, it is quite annoying to reconnect pins, and refresh node to hide WorldContextPin back :confused: