### 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
List<Node *> nodes;
	_find_anim_sprites(EditorNode::get_singleton()->get_edited_scene(), &nodes, Ref<SpriteFrames>(frames));
	if (is_ndo) {
		for (Node *E : nodes) {
			String crrent_name = E->call("get_animation");
			if (crrent_name == p_filter) {
				ndo_redo->add_ndo_method(E, "set_animation", p_new_animation);
			}
			String atoplay_name = E->call("get_atoplay");
			if (atoplay_name == p_filter) {
				ndo_redo->add_ndo_method(E, "set_atoplay", p_new_atoplay);
			}
		}
	} else {
		for (Node *E : nodes) {
			String crrent_name = E->call("get_animation");
			if (crrent_name == p_filter) {
				ndo_redo->add_do_method(E, "set_animation", p_new_animation);
			}
			String atoplay_name = E->call("get_atoplay");
			if (atoplay_name == p_filter) {
				ndo_redo->add_do_method(E, "set_atoplay", p_new_atoplay);
			}
		}
	}
}
void SpriteFramesEditor::_animation_add() {