### 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
const Size2i frame_cont = _get_frame_cont();
	const Size2i separation = _get_separation();
	const Size2 draw_offset = Size2(_get_offset()) * sheet_zoom;
	const Size2 draw_sep = Size2(separation) * sheet_zoom;
	const Size2 draw_frame_size = Size2(_get_frame_size()) * sheet_zoom;
	const Size2 draw_size = draw_frame_size * frame_cont + draw_sep * (frame_cont - Size2i(1, 1));
	const Color line_color = Color(1, 1, 1, 0.3);
	const Color shadow_color = Color(0, 0, 0, 0.3);
	
	_draw_shadowed_line(split_sheet_preview, draw_offset, Vector2(0, draw_size.y), Vector2(1, 0), line_color, shadow_color);
	for (int i = 0; i < frame_cont.x - 1; i++) {
		const Point2 start = draw_offset + Vector2(i * draw_sep.x + (i + 1) * draw_frame_size.x, 0);
		if (separation.x == 0) {
			_draw_shadowed_line(split_sheet_preview, start, Vector2(0, draw_size.y), Vector2(1, 0), line_color, shadow_color);
		} else {
			const Size2 size = Size2(draw_sep.x, draw_size.y);
			split_sheet_preview->draw_rect(Rect2(start, size), line_color);
		}
	}
	_draw_shadowed_line(split_sheet_preview, draw_offset + Vector2(draw_size.x, 0), Vector2(0, draw_size.y), Vector2(1, 0), line_color, shadow_color);
	
	_draw_shadowed_line(split_sheet_preview, draw_offset, Vector2(draw_size.x, 0), Vector2(0, 1), line_color, shadow_color);
	for (int i = 0; i < frame_cont.y - 1; i++) {
		const Point2 start = draw_offset + Vector2(0, i * draw_sep.y + (i + 1) * draw_frame_size.y);
		if (separation.y == 0) {