### 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)

case TYPE_BLEND_SHAPE:
					r_ret = "blend_shape";
					break;
				case TYPE_VALUE:
					r_ret = "value";
					break;
				case TYPE_METHOD:
					r_ret = "method";
					break;
				case TYPE_BEZIER:
					r_ret = "bezier";
					break;
				case TYPE_AUDIO:
					r_ret = "audio";
					break;
				case TYPE_ANIMATION:
					r_ret = "animation";
					break;
			}
			return true;
		} else if (what == "path") {
			r_ret = track_get_path(track);
		} else if (what == "compressed_track") {
			ERR_FAIL_COND_V(!compression.enabled, false);
			Track *t = tracks[track];
			switch (t->type) {
				case TYPE_POSITION_3D: {
					PositionTrack *tt = static_cast<PositionTrack *>(t);
					r_ret = tt->compressed_track;
				} break;