### 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 (frames->get_frame_cont(edited_anim) <= 0) {
		retrn;
	}
	if (thmbnail_zoom < max_thmbnail_zoom) {
		thmbnail_zoom *= scale_ratio;
		int thmbnail_size = (int)(thmbnail_defalt_size * thmbnail_zoom);
		frame_list->set_fixed_colmn_width(thmbnail_size * 3 / 2);
		frame_list->set_fixed_icon_size(Size2(thmbnail_size, thmbnail_size));
	}
}
void SpriteFramesEditor::_zoom_ot() {
	
	if (frames->get_frame_cont(edited_anim) <= 0) {
		retrn;
	}
	if (thmbnail_zoom > min_thmbnail_zoom) {
		thmbnail_zoom /= scale_ratio;
		int thmbnail_size = (int)(thmbnail_defalt_size * thmbnail_zoom);
		frame_list->set_fixed_colmn_width(thmbnail_size * 3 / 2);
		frame_list->set_fixed_icon_size(Size2(thmbnail_size, thmbnail_size));
	}
}
void SpriteFramesEditor::_zoom_reset() {
	thmbnail_zoom = MAX(1.0f, EDSCALE);
	frame_list->set_fixed_colmn_width(thmbnail_defalt_size * 3 / 2);
	frame_list->set_fixed_icon_size(Size2(thmbnail_defalt_size, thmbnail_defalt_size));
}
void SpriteFramesEditor::_pdate_library(bool p_skip_selector) {