### Tested versions

- Reproducible in: v4.2.stable.official [46dc27791]
- Not reproducible in: v4.1.3.stable

### System information

Godot v4.2.stable - Windows 10.0.22621 - Vulkan (Forward+) - dedicated AMD Radeon RX 6600 (Advanced Micro Devices, Inc.; 31.0.21023.2010) - AMD Ryzen 7 5700X 8-Core Processor (16 Threads)

### Issue description

Starting with Godot 4.2, changing a Control node's anchor offsets with an AnimationPlayer node results in the offsets "snapping" to the keyframes, as if Nearest interpolation were used. 

This only applies to the Linear Interpolation Mode; Cubic still works as expected.

![resize_interp_fail](https://github.com/godotengine/godot/assets/26508550/a10a973f-afdc-45f2-986c-594aa3cdc9dc)

I encountered this regression when upgrading my project from 4.1.3 to 4.2. Minimum reproduction project provided below.

### Steps to reproduce

- Create a Control node with a Custom anchor preset.
- Create an AnimationPlayer track for one or more of its anchor offsets, with the Continuous update mode and Linear interpolation.
- Add keyframes to track(s)
- Play animation (either in the editor or in-game)

### Minimal reproduction project (MRP)

[ControlResize.zip](https://github.com/godotengine/godot/files/13589517/ControlResize.zip)

ERR_FAIL_COND_V(!compression.enabled, -1);
	ERR_FAIL_UNSIGNED_INDEX_V(p_compressed_track, compression.bounds.size(), -1);
	int key_count = 0;
	for (const Compression::Page &page : compression.pages) {
		const uint8_t *page_data = page.data.ptr();
		
		const uint32_t *indices = (const uint32_t *)page_data;
		const uint16_t *time_keys = (const uint16_t *)&page_data[indices[p_compressed_track * 3 + 0]];
		uint32_t time_key_count = indices[p_compressed_track * 3 + 1];
		for (uint32_t j = 0; j < time_key_count; j++) {
			key_count += (time_keys[j * 2 + 1] >> 12) + 1;
		}
	}
	return key_count;
}
Quaternion Animation::_uncompress_quaternion(const Vector3i &p_value) const {
	Vector3 axis = Vector3::octahedron_decode(Vector2(float(p_value.x) / 65535.0, float(p_value.y) / 65535.0));
	float angle = (float(p_value.z) / 65535.0) * 2.0 * Math_PI;
	return Quaternion(axis, angle);
}
Vector3 Animation::_uncompress_pos_scale(uint32_t p_compressed_track, const Vector3i &p_value) const {
	Vector3 pos_norm(float(p_value.x) / 65535.0, float(p_value.y) / 65535.0, float(p_value.z) / 65535.0);
	return compression.bounds[p_compressed_track].position + pos_norm * compression.bounds[p_compressed_track].size;
}
float Animation::_uncompress_blend_shape(const Vector3i &p_value) const {
	float bsn = float(p_value.x) / 65535.0;
	return (bsn * 2.0 - 1.0) * float(Compression::BLEND_SHAPE_RANGE);
}
template <uint32_t COMPONENTS>
bool Animation::_fetch_compressed_by_index(uint32_t p_compressed_track, int p_index, Vector3i &r_value, double &r_time) const {