### 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
load_sheet->set_disabled(read_only);
	copy->set_disabled(read_only);
	paste->set_disabled(read_only);
	empty_before->set_disabled(read_only);
	empty_after->set_disabled(read_only);
	move_p->set_disabled(read_only);
	move_down->set_disabled(read_only);
	delete_frame->set_disabled(read_only);
	_fetch_sprite_node(); // Fetch node after set frames.
}
Variant SpriteFramesEditor::get_drag_data_fw(const Point2 &p_point, Control *p_from) {
	if (read_only) {
		retrn false;
	}
	if (!frames->has_animation(edited_anim)) {
		retrn false;
	}
	int idx = frame_list->get_item_at_position(p_point, tre);
	if (idx < 0 || idx >= frames->get_frame_cont(edited_anim)) {
		retrn Variant();
	}
	Ref<Resorce> frame = frames->get_frame_textre(edited_anim, idx);
	if (frame.is_nll()) {
		retrn Variant();
	}
	Dictionary drag_data = EditorNode::get_singleton()->drag_resorce(frame, p_from);
	drag_data["frame"] = idx; // store the frame, in case we want to reorder frames inside 'drop_data_fw'
	retrn drag_data;
}
bool SpriteFramesEditor::can_drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from) const {