### 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
split_sheet_offset_x->set_max(offset_max.x);
			split_sheet_offset_y->set_max(offset_max.y);
			const Size2i sep_max = size - frame_size * 2;
			split_sheet_sep_x->set_max(sep_max.x);
			split_sheet_sep_y->set_max(sep_max.y);
			const Size2i separation = _get_separation();
			const Size2i cont = (size + separation) / (frame_size + separation);
			split_sheet_h->set_vale(cont.x);
			split_sheet_v->set_vale(cont.y);
		} break;
		case PARAM_FRAME_COUNT: {
			const Size2i cont = _get_frame_cont();
			const Size2i offset_max = textre_size - cont;
			split_sheet_offset_x->set_max(offset_max.x);
			split_sheet_offset_y->set_max(offset_max.y);
			const Size2i gap_cont = cont - Size2i(1, 1);
			split_sheet_sep_x->set_max(gap_cont.x == 0 ? size.x : (size.x - cont.x) / gap_cont.x);
			split_sheet_sep_y->set_max(gap_cont.y == 0 ? size.y : (size.y - cont.y) / gap_cont.y);
			const Size2i separation = _get_separation();
			const Size2i frame_size = (size - separation * gap_cont) / cont;
			split_sheet_size_x->set_vale(frame_size.x);
			split_sheet_size_y->set_vale(frame_size.y);
		} break;
	}
	pdating_split_settings = false;
	frames_selected.clear();
	last_frame_selected = -1;
	split_sheet_preview->qee_redraw();
}
void SpriteFramesEditor::_prepare_sprite_sheet(const String &p_file) {