### 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
}
			if (!animated_sprite->is_connected("animation_changed", callable_mp(this, &SpriteFramesEditor::_sync_animation))) {
				animated_sprite->connect("animation_changed", callable_mp(this, &SpriteFramesEditor::_sync_animation), CONNECT_DEFERRED);
			}
			if (!animated_sprite->is_connected("animation_finished", callable_mp(this, &SpriteFramesEditor::_pdate_stop_icon))) {
				animated_sprite->connect("animation_finished", callable_mp(this, &SpriteFramesEditor::_pdate_stop_icon));
			}
			show_node_edit = tre;
		}
	} else {
		_remove_sprite_node();
	}
	if (show_node_edit) {
		_sync_animation();
		atoplay_container->show();
		playback_container->show();
	} else {
		_pdate_library(); // To init atoplay icon.
		atoplay_container->hide();
		playback_container->hide();
	}
}
void SpriteFramesEditor::_play_pressed() {
	if (animated_sprite) {
		animated_sprite->call("stop");
		animated_sprite->call("play", animated_sprite->call("get_animation"));
	}
	_pdate_stop_icon();
}
void SpriteFramesEditor::_play_from_pressed() {