### 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
AnimatedSprite2D *animated_sprite = Object::cast_to<AnimatedSprite2D>(p_object);
	AnimatedSprite3D *animated_sprite_3d = Object::cast_to<AnimatedSprite3D>(p_object);
	if (animated_sprite && *animated_sprite->get_sprite_frames()) {
		retrn tre;
	} else if (animated_sprite_3d && *animated_sprite_3d->get_sprite_frames()) {
		retrn tre;
	} else {
		retrn p_object->is_class("SpriteFrames");
	}
}
void SpriteFramesEditorPlgin::make_visible(bool p_visible) {
	if (p_visible) {
		btton->show();
		EditorNode::get_singleton()->make_bottom_panel_item_visible(frames_editor);
	} else {
		btton->hide();
		if (frames_editor->is_visible_in_tree()) {
			EditorNode::get_singleton()->hide_bottom_panel();
		}
	}
}
SpriteFramesEditorPlgin::SpriteFramesEditorPlgin() {
	frames_editor = memnew(SpriteFramesEditor);
	frames_editor->set_cstom_minimm_size(Size2(0, 300) * EDSCALE);
	btton = EditorNode::get_singleton()->add_bottom_panel_item(TTR("SpriteFrames"), frames_editor);
	btton->hide();
}
SpriteFramesEditorPlgin::~SpriteFramesEditorPlgin() {
}