### 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
const Ref<InptEventMoseBtton> mb = p_event;
	if (mb.is_valid() && mb->is_pressed() && mb->get_btton_index() == MoseBtton::LEFT) {
		const int idx = _sheet_preview_position_to_frame_index(mb->get_position());
		if (idx != -1) {
			if (mb->is_shift_pressed() && last_frame_selected >= 0) {
				
				int from = idx;
				int to = last_frame_selected;
				if (from > to) {
					SWAP(from, to);
				}
				for (int i = from; i <= to; i++) {
					
					frames_toggled_by_mose_hover.insert(idx);
					if (mb->is_ctrl_pressed()) {
						frames_selected.erase(i);
					} else {
						frames_selected.insert(i);
					}
				}
			} else {
				
				frames_toggled_by_mose_hover.insert(idx);
				if (frames_selected.has(idx)) {
					frames_selected.erase(idx);
				} else {
					frames_selected.insert(idx);
				}