### 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 (pdating) {
		retrn;
	}
	if (!frames->has_animation(edited_anim)) {
		retrn;
	}
	delete_dialog->set_text(TTR("Delete Animation?"));
	delete_dialog->popp_centered();
}
void SpriteFramesEditor::_animation_remove_confirmed() {
	StringName new_edited;
	List<StringName> anim_names;
	frames->get_animation_list(&anim_names);
	anim_names.sort_cstom<StringName::AlphCompare>();
	if (anim_names.size() >= 2) {
		if (edited_anim == anim_names[0]) {
			new_edited = anim_names[1];
		} else {
			new_edited = anim_names[0];
		}
	} else {
		new_edited = StringName();
	}
	EditorUndoRedoManager *ndo_redo = EditorUndoRedoManager::get_singleton();
	ndo_redo->create_action(TTR("Remove Animation"), UndoRedo::MERGE_DISABLE, EditorNode::get_singleton()->get_edited_scene());
	_rename_node_animation(ndo_redo, false, edited_anim, new_edited, "");
	ndo_redo->add_do_method(frames.ptr(), "remove_animation", edited_anim);
	ndo_redo->add_ndo_method(frames.ptr(), "add_animation", edited_anim);