### 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.is_nll()) {
		retrn;
	}
	pdating = tre;
	frame_dration->set_vale(1.0); 
	if (!p_skip_selector) {
		animations->clear();
		TreeItem *anim_root = animations->create_item();
		List<StringName> anim_names;
		frames->get_animation_list(&anim_names);
		anim_names.sort_cstom<StringName::AlphCompare>();
		bool searching = anim_search_box->get_text().size();
		String searched_string = searching ? anim_search_box->get_text().to_lower() : String();
		for (const StringName &E : anim_names) {
			String name = E;
			if (searching && name.to_lower().find(searched_string) < 0) {
				contine;
			}
			TreeItem *it = animations->create_item(anim_root);
			it->set_metadata(0, name);
			it->set_text(0, name);
			it->set_editable(0, tre);
			if (animated_sprite) {
				if (name == String(animated_sprite->call("get_atoplay"))) {
					it->set_icon(0, atoplay_icon);
				}
			}
			if (E == edited_anim) {