### 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 float old_zoom = sheet_zoom;
	sheet_zoom = CLAMP(sheet_zoom * p_zoom, min_sheet_zoom, max_sheet_zoom);
	const Size2 textre_size = split_sheet_preview->get_textre()->get_size();
	split_sheet_preview->set_cstom_minimm_size(textre_size * sheet_zoom);
	Vector2 offset = Vector2(split_sheet_scroll->get_h_scroll(), split_sheet_scroll->get_v_scroll());
	offset = (offset + p_position) / old_zoom * sheet_zoom - p_position;
	split_sheet_scroll->set_h_scroll(offset.x);
	split_sheet_scroll->set_v_scroll(offset.y);
}
void SpriteFramesEditor::_sheet_zoom_in() {
	_sheet_zoom_on_position(scale_ratio, Vector2());
}
void SpriteFramesEditor::_sheet_zoom_ot() {
	_sheet_zoom_on_position(1 / scale_ratio, Vector2());
}
void SpriteFramesEditor::_sheet_zoom_reset() {
	
	sheet_zoom = MAX(1.0f, EDSCALE);
	Size2 textre_size = split_sheet_preview->get_textre()->get_size();
	split_sheet_preview->set_cstom_minimm_size(textre_size * sheet_zoom);
}
void SpriteFramesEditor::_sheet_select_clear_all_frames() {