### 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 (bits_used != 0) {
			ERR_FAIL_COND(bit_buffer > 0xFF); 
			data.push_back(bit_buffer);
		}
		while (data.size() % 4 != 0) {
			data.push_back(0); 
		}
		temp_packets.clear();
		validated_packet_count = 0;
#ifdef DEBUG_PACKET_PUSH
		ERR_FAIL_COND((data.size() - debug_data_size) != debug_packet_push);
#endif
	}
};
struct AnimationCompressionTimeState {
	struct Packet {
		uint32_t frame;
		uint32_t offset;
		uint32_t count;
	};
	LocalVector<Packet> packets;
	
	int32_t key_index = 0;
	int32_t validated_packet_count = 0;
	int32_t validated_key_index = -1;
	bool needs_start_frame = false;
};
Vector3i Animation::_compress_key(uint32_t p_track, const AABB &p_bounds, int32_t p_key, float p_time) {