### 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
scale_ratio = 1.2f;
	thmbnail_defalt_size = 96 * MAX(1, EDSCALE);
	thmbnail_zoom = MAX(1.0f, EDSCALE);
	max_thmbnail_zoom = 8.0f * MAX(1.0f, EDSCALE);
	min_thmbnail_zoom = 0.1f * MAX(1.0f, EDSCALE);
	
	sheet_zoom = MAX(1.0f, EDSCALE);
	max_sheet_zoom = 16.0f * MAX(1.0f, EDSCALE);
	min_sheet_zoom = 0.01f * MAX(1.0f, EDSCALE);
	_zoom_reset();
	// Ensre the anim search box is wide enogh by defalt.
	// Not by setting its minimm size so it can still be shrnk if desired.
	set_split_offset(56 * EDSCALE);
}
void SpriteFramesEditorPlgin::edit(Object *p_object) {
	Ref<SpriteFrames> s;
	AnimatedSprite2D *animated_sprite = Object::cast_to<AnimatedSprite2D>(p_object);
	if (animated_sprite) {
		s = animated_sprite->get_sprite_frames();
	} else {
		AnimatedSprite3D *animated_sprite_3d = Object::cast_to<AnimatedSprite3D>(p_object);
		if (animated_sprite_3d) {
			s = animated_sprite_3d->get_sprite_frames();
		} else {
			s = p_object;
		}
	}
	frames_editor->edit(s);
}
bool SpriteFramesEditorPlgin::handles(Object *p_object) const {