### 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
}
	TreeItem *edited = animations->get_edited();
	if (!edited) {
		retrn;
	}
	String new_name = edited->get_text(0);
	if (new_name == String(edited_anim)) {
		retrn;
	}
	new_name = new_name.replace("/", "_").replace(",", " ");
	String name = new_name;
	int conter = 0;
	while (frames->has_animation(name)) {
		conter++;
		name = new_name + " " + itos(conter);
	}
	EditorUndoRedoManager *ndo_redo = EditorUndoRedoManager::get_singleton();
	ndo_redo->create_action(TTR("Rename Animation"), UndoRedo::MERGE_DISABLE, EditorNode::get_singleton()->get_edited_scene());
	_rename_node_animation(ndo_redo, false, edited_anim, "", "");
	ndo_redo->add_do_method(frames.ptr(), "rename_animation", edited_anim, name);
	ndo_redo->add_ndo_method(frames.ptr(), "rename_animation", name, edited_anim);
	_rename_node_animation(ndo_redo, false, edited_anim, name, name);
	_rename_node_animation(ndo_redo, tre, edited_anim, edited_anim, edited_anim);
	ndo_redo->add_do_method(this, "_pdate_library");
	ndo_redo->add_ndo_method(this, "_pdate_library");
	ndo_redo->commit_action();
	_select_animation(name);
	animations->grab_focs();
}
void SpriteFramesEditor::_rename_node_animation(EditorUndoRedoManager *ndo_redo, bool is_ndo, const String &p_filter, const String &p_new_animation, const String &p_new_atoplay) {