### 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)

}
			for (const AnimationCompressionTimeState &state : time_tracks) {
				current_page_size += state.packets.size() * 4; 
			}
			if (!rollback && current_page_size > p_page_size) {
				rollback = true;
			}
			print_animc("\tCurrent Page Size: " + itos(current_page_size) + "/" + itos(p_page_size) + " Rollback? " + String(rollback ? "YES!" : "no"));
			if (rollback) {
				
				for (AnimationCompressionDataState &state : data_tracks) {
					state.temp_packets.resize(state.validated_packet_count);
				}
				for (AnimationCompressionTimeState &state : time_tracks) {
					state.key_index = state.validated_key_index; 
					state.packets.resize(state.validated_packet_count);
				}
			} else {
				
				for (AnimationCompressionDataState &state : data_tracks) {
					state.validated_packet_count = state.temp_packets.size();
				}
				for (AnimationCompressionTimeState &state : time_tracks) {
					state.validated_key_index = state.key_index;
					state.validated_packet_count = state.packets.size();
				}
				
				if (best_frame != FRAME_MAX) {
					current_frame = best_frame;
					print_animc("\tValidated, New Current Frame: " + itos(current_frame));