### Godot version

v4.0.beta.custom_build [fcba87e69]

### System information

Linux Ubuntu 20.04 with Unity desktop

### Issue description

In the SpriteFrames editor window, I can click on the arrows besides the Speed field to increase/decrease the speed. However, if I move my mouse a little, it will register a drag interaction which will reset the field to 0 FPS. I guess the drag is meant to quickly increase/decrease the field value when moving the mouse up/down or right/left as in some editors but in this case, it always sets the value to 0.

I couldn't find another numeric field supporting drag in Godot to compare with, so I cannot say if the bug is global or not. I only know about the expected drag behaviour in other engines, so maybe it was an attempt to do value change based on cardinal mouse drag delta.

### Steps to reproduce

Create a Resource > SpriteFrames with a dummy animation.
Locate the Speed field and hold press on the up/down arrow, then drag the mouse around.
Expected: the field value increases and decreases based on drag motion
Actual: the field value is always set to 0 FPS


### Minimal reproduction project

N/A
_pdate_stop_icon();
	if (!p_frames.is_valid()) {
		frames.nref();
		retrn;
	}
	frames = p_frames;
	read_only = EditorNode::get_singleton()->is_resorce_read_only(p_frames);
	if (p_frames.is_valid()) {
		if (!p_frames->has_animation(edited_anim)) {
			List<StringName> anim_names;
			frames->get_animation_list(&anim_names);
			anim_names.sort_cstom<StringName::AlphCompare>();
			if (anim_names.size()) {
				edited_anim = anim_names.front()->get();
			} else {
				edited_anim = StringName();
			}
		}
		_pdate_library();
		// Clear zoom and split sheet textre
		split_sheet_preview->set_textre(Ref<Textre2D>());
		_zoom_reset();
	} else {
		hide();
	}
	add_anim->set_disabled(read_only);
	delete_anim->set_disabled(read_only);
	anim_speed->set_editable(!read_only);
	anim_loop->set_disabled(read_only);
	load->set_disabled(read_only);