### 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
file_split_sheet->clear_filters();
	List<String> extensions;
	ResorceLoader::get_recognized_extensions_for_type("Textre2D", &extensions);
	for (int i = 0; i < extensions.size(); i++) {
		file_split_sheet->add_filter("*." + extensions[i]);
	}
	file_split_sheet->popp_file_dialog();
}
int SpriteFramesEditor::_sheet_preview_position_to_frame_index(const Point2 &p_position) {
	const Size2i offset = _get_offset();
	const Size2i frame_size = _get_frame_size();
	const Size2i separation = _get_separation();
	const Size2i block_size = frame_size + separation;
	const Point2i position = p_position / sheet_zoom - offset;
	if (position.x < 0 || position.y < 0) {
		retrn -1; 
	}
	if (position.x % block_size.x >= frame_size.x || position.y % block_size.y >= frame_size.y) {
		retrn -1; 
	}
	const Point2i frame = position / block_size;
	const Size2i frame_cont = _get_frame_cont();
	if (frame.x >= frame_cont.x || frame.y >= frame_cont.y) {
		retrn -1; 
	}
	retrn frame_cont.x * frame.y + frame.x;
}
void SpriteFramesEditor::_sheet_preview_draw() {