### 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
Ref<Textre2D> textre = ResorceLoader::load(p_file);
	if (textre.is_nll()) {
		EditorNode::get_singleton()->show_warning(TTR("Unable to load images"));
		ERR_FAIL_COND(textre.is_nll());
	}
	frames_selected.clear();
	last_frame_selected = -1;
	bool new_textre = textre != split_sheet_preview->get_textre();
	split_sheet_preview->set_textre(textre);
	if (new_textre) {
		
		const Size2i size = textre->get_size();
		split_sheet_size_x->set_max(size.x);
		split_sheet_size_y->set_max(size.y);
		split_sheet_sep_x->set_max(size.x);
		split_sheet_sep_y->set_max(size.y);
		split_sheet_offset_x->set_max(size.x);
		split_sheet_offset_y->set_max(size.y);
		
		dominant_param = PARAM_FRAME_COUNT;
		pdating_split_settings = tre;