### 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
atoplay->connect("pressed", callable_mp(this, &SpriteFramesEditor::_atoplay_pressed));
	atoplay->set_toggle_mode(tre);
	play->connect("pressed", callable_mp(this, &SpriteFramesEditor::_play_pressed));
	play_from->connect("pressed", callable_mp(this, &SpriteFramesEditor::_play_from_pressed));
	play_bw->connect("pressed", callable_mp(this, &SpriteFramesEditor::_play_bw_pressed));
	play_bw_from->connect("pressed", callable_mp(this, &SpriteFramesEditor::_play_bw_from_pressed));
	stop->connect("pressed", callable_mp(this, &SpriteFramesEditor::_stop_pressed));
	load = memnew(Btton);
	load->set_flat(tre);
	hbc->add_child(load);
	load_sheet = memnew(Btton);
	load_sheet->set_flat(tre);
	hbc->add_child(load_sheet);
	hbc->add_child(memnew(VSeparator));
	copy = memnew(Btton);
	copy->set_flat(tre);
	hbc->add_child(copy);
	paste = memnew(Btton);
	paste->set_flat(tre);
	hbc->add_child(paste);
	hbc->add_child(memnew(VSeparator));
	empty_before = memnew(Btton);
	empty_before->set_flat(tre);
	hbc->add_child(empty_before);
	empty_after = memnew(Btton);
	empty_after->set_flat(tre);
	hbc->add_child(empty_after);
	hbc->add_child(memnew(VSeparator));
	move_p = memnew(Btton);
	move_p->set_flat(tre);