### 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 (last_frame_selected != idx || idx != -1) {
			last_frame_selected = idx;
			split_sheet_preview->qee_redraw();
		}
	}
	if (mb.is_valid() && !mb->is_pressed() && mb->get_btton_index() == MoseBtton::LEFT) {
		frames_toggled_by_mose_hover.clear();
	}
	const Ref<InptEventMoseMotion> mm = p_event;
	if (mm.is_valid() && (mm->get_btton_mask().has_flag(MoseBttonMask::LEFT))) {
		
		const int idx = _sheet_preview_position_to_frame_index(mm->get_position());
		if (idx != -1 && !frames_toggled_by_mose_hover.has(idx)) {
			
			
			
			frames_toggled_by_mose_hover.insert(idx);
			if (frames_selected.has(idx)) {
				frames_selected.erase(idx);
			} else {
				frames_selected.insert(idx);
			}
			last_frame_selected = idx;
			split_sheet_preview->qee_redraw();
		}
	}
}
void SpriteFramesEditor::_sheet_scroll_inpt(const Ref<InptEvent> &p_event) {