### 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)

bool first_key = data_tracks[comp_track].insert_key(best_frame - base_page_frame, values);
		if (first_key) {
			AnimationCompressionTimeState::Packet p;
			p.count = 1;
			p.frame = best_frame - base_page_frame;
			p.offset = data_tracks[comp_track].data.size();
			time_tracks[comp_track].packets.push_back(p);
		} else {
			ERR_CONTINUE(time_tracks[comp_track].packets.size() == 0);
			time_tracks[comp_track].packets[time_tracks[comp_track].packets.size() - 1].count++;
		}
	}
	compression.bounds = track_bounds;
	compression.fps = p_fps;
	compression.enabled = true;
	for (uint32_t i = 0; i < tracks_to_compress.size(); i++) {
		Track *t = tracks[tracks_to_compress[i]];
		t->interpolation = INTERPOLATION_LINEAR; 
		switch (t->type) {
			case TYPE_POSITION_3D: {
				PositionTrack *tt = static_cast<PositionTrack *>(t);
				tt->positions.clear();
				tt->compressed_track = i;
			} break;
			case TYPE_ROTATION_3D: {
				RotationTrack *rt = static_cast<RotationTrack *>(t);
				rt->rotations.clear();
				rt->compressed_track = i;
			} break;
			case TYPE_SCALE_3D: {