### 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
_draw_shadowed_line(split_sheet_preview, start, Vector2(draw_size.x, 0), Vector2(0, 1), line_color, shadow_color);
		} else {
			const Size2 size = Size2(draw_size.x, draw_sep.y);
			split_sheet_preview->draw_rect(Rect2(start, size), line_color);
		}
	}
	_draw_shadowed_line(split_sheet_preview, draw_offset + Vector2(0, draw_size.y), Vector2(draw_size.x, 0), Vector2(0, 1), line_color, shadow_color);
	if (frames_selected.size() == 0) {
		split_sheet_dialog->get_ok_btton()->set_disabled(tre);
		split_sheet_dialog->set_ok_btton_text(TTR("No Frames Selected"));
		retrn;
	}
	Color accent = get_theme_color("accent_color", "Editor");
	for (const int &E : frames_selected) {
		const int idx = E;
		const int x = idx % frame_cont.x;
		const int y = idx / frame_cont.x;
		const Point2 pos = draw_offset + Point2(x, y) * (draw_frame_size + draw_sep);
		split_sheet_preview->draw_rect(Rect2(pos + Size2(5, 5), draw_frame_size - Size2(10, 10)), Color(0, 0, 0, 0.35), tre);
		split_sheet_preview->draw_rect(Rect2(pos, draw_frame_size), Color(0, 0, 0, 1), false);
		split_sheet_preview->draw_rect(Rect2(pos + Size2(1, 1), draw_frame_size - Size2(2, 2)), Color(0, 0, 0, 1), false);
		split_sheet_preview->draw_rect(Rect2(pos + Size2(2, 2), draw_frame_size - Size2(4, 4)), accent, false);
		split_sheet_preview->draw_rect(Rect2(pos + Size2(3, 3), draw_frame_size - Size2(6, 6)), accent, false);
		split_sheet_preview->draw_rect(Rect2(pos + Size2(4, 4), draw_frame_size - Size2(8, 8)), Color(0, 0, 0, 1), false);
		split_sheet_preview->draw_rect(Rect2(pos + Size2(5, 5), draw_frame_size - Size2(10, 10)), Color(0, 0, 0, 1), false);
	}
	split_sheet_dialog->get_ok_btton()->set_disabled(false);
	split_sheet_dialog->set_ok_btton_text(vformat(TTR("Add %d Frame(s)"), frames_selected.size()));
}
void SpriteFramesEditor::_sheet_preview_inpt(const Ref<InptEvent> &p_event) {