### 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)

int high = len - 1;
	int middle = 0;
#ifdef DEBUG_ENABLED
	if (low > high) {
		ERR_PRINT("low > high, this may be a bug");
	}
#endif
	const K *keys = &p_keys[0];
	while (low <= high) {
		middle = (low + high) / 2;
		if (Math::is_equal_approx(p_time, (double)keys[middle].time)) { 
			return middle;
		} else if (p_time < keys[middle].time) {
			high = middle - 1; 
		} else {
			low = middle + 1; 
		}
	}
	if (!p_backward) {
		if (keys[middle].time > p_time) {
			middle--;
		}
	} else {
		if (keys[middle].time < p_time) {
			middle++;
		}
	}
	return middle;
}
Vector3 Animation::_interpolate(const Vector3 &p_a, const Vector3 &p_b, real_t p_c) const {