### 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)

ScaleTrack *st = memnew(ScaleTrack);
			tracks.insert(p_at_pos, st);
		} break;
		case TYPE_BLEND_SHAPE: {
			BlendShapeTrack *bst = memnew(BlendShapeTrack);
			tracks.insert(p_at_pos, bst);
		} break;
		case TYPE_VALUE: {
			tracks.insert(p_at_pos, memnew(ValueTrack));
		} break;
		case TYPE_METHOD: {
			tracks.insert(p_at_pos, memnew(MethodTrack));
		} break;
		case TYPE_BEZIER: {
			tracks.insert(p_at_pos, memnew(BezierTrack));
		} break;
		case TYPE_AUDIO: {
			tracks.insert(p_at_pos, memnew(AudioTrack));
		} break;
		case TYPE_ANIMATION: {
			tracks.insert(p_at_pos, memnew(AnimationTrack));
		} break;
		default: {
			ERR_PRINT("Unknown track type");
		}
	}
	emit_changed();
	return p_at_pos;
}
void Animation::remove_track(int p_track) {