### 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)

if (p_set_mode == HANDLE_SET_MODE_RESET) {
					real_t handle_length = 1.0 / 3.0;
					in_handle_x = (bt->values[prev_key].time - bt->values[p_index].time) * handle_length;
					in_handle_y = 0;
					out_handle_x = (bt->values[next_key].time - bt->values[p_index].time) * handle_length;
					out_handle_y = 0;
					bt->values.write[p_index].value.in_handle = Vector2(in_handle_x, in_handle_y);
					bt->values.write[p_index].value.out_handle = Vector2(out_handle_x, out_handle_y);
				} else if (p_set_mode == HANDLE_SET_MODE_AUTO) {
					real_t handle_length = 1.0 / 6.0;
					real_t tangent = (bt->values[next_key].value.value - bt->values[prev_key].value.value) / (bt->values[next_key].time - bt->values[prev_key].time);
					in_handle_x = (bt->values[prev_key].time - bt->values[p_index].time) * handle_length;
					in_handle_y = in_handle_x * tangent;
					out_handle_x = (bt->values[next_key].time - bt->values[p_index].time) * handle_length;
					out_handle_y = out_handle_x * tangent;
					bt->values.write[p_index].value.in_handle = Vector2(in_handle_x, in_handle_y);
					bt->values.write[p_index].value.out_handle = Vector2(out_handle_x, out_handle_y);
				}
			} else {
				real_t handle_length = 1.0 / 4.0;
				real_t prev_interval = Math::abs(bt->values[p_index].time - bt->values[prev_key].time);
				real_t next_interval = Math::abs(bt->values[p_index].time - bt->values[next_key].time);
				real_t min_time = 0;
				if (Math::is_zero_approx(prev_interval)) {