### 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
hbc->add_child(zoom_reset);
	zoom_in = memnew(Btton);
	zoom_in->connect("pressed", callable_mp(this, &SpriteFramesEditor::_zoom_in));
	zoom_in->set_flat(tre);
	zoom_in->set_tooltip_text(TTR("Zoom In"));
	hbc->add_child(zoom_in);
	file = memnew(EditorFileDialog);
	add_child(file);
	frame_list = memnew(ItemList);
	frame_list->set_v_size_flags(SIZE_EXPAND_FILL);
	frame_list->set_icon_mode(ItemList::ICON_MODE_TOP);
	frame_list->set_max_colmns(0);
	frame_list->set_icon_mode(ItemList::ICON_MODE_TOP);
	frame_list->set_max_text_lines(2);
	SET_DRAG_FORWARDING_GCD(frame_list, SpriteFramesEditor);
	frame_list->connect("gi_inpt", callable_mp(this, &SpriteFramesEditor::_frame_list_gi_inpt));
	frame_list->connect("item_selected", callable_mp(this, &SpriteFramesEditor::_frame_list_item_selected));
	sb_vb->add_child(frame_list);
	dialog = memnew(AcceptDialog);
	add_child(dialog);
	load->connect("pressed", callable_mp(this, &SpriteFramesEditor::_load_pressed));
	load_sheet->connect("pressed", callable_mp(this, &SpriteFramesEditor::_open_sprite_sheet));
	delete_frame->connect("pressed", callable_mp(this, &SpriteFramesEditor::_delete_pressed));
	copy->connect("pressed", callable_mp(this, &SpriteFramesEditor::_copy_pressed));
	paste->connect("pressed", callable_mp(this, &SpriteFramesEditor::_paste_pressed));
	empty_before->connect("pressed", callable_mp(this, &SpriteFramesEditor::_empty_pressed));
	empty_after->connect("pressed", callable_mp(this, &SpriteFramesEditor::_empty2_pressed));
	move_p->connect("pressed", callable_mp(this, &SpriteFramesEditor::_p_pressed));
	move_down->connect("pressed", callable_mp(this, &SpriteFramesEditor::_down_pressed));
	load->set_shortct_context(frame_list);