### 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)

step = p_step;
	emit_changed();
}
real_t Animation::get_step() const {
	return step;
}
void Animation::copy_track(int p_track, Ref<Animation> p_to_animation) {
	ERR_FAIL_COND(p_to_animation.is_null());
	ERR_FAIL_INDEX(p_track, get_track_count());
	int dst_track = p_to_animation->get_track_count();
	p_to_animation->add_track(track_get_type(p_track));
	p_to_animation->track_set_path(dst_track, track_get_path(p_track));
	p_to_animation->track_set_imported(dst_track, track_is_imported(p_track));
	p_to_animation->track_set_enabled(dst_track, track_is_enabled(p_track));
	p_to_animation->track_set_interpolation_type(dst_track, track_get_interpolation_type(p_track));
	p_to_animation->track_set_interpolation_loop_wrap(dst_track, track_get_interpolation_loop_wrap(p_track));
	if (track_get_type(p_track) == TYPE_VALUE) {
		p_to_animation->value_track_set_update_mode(dst_track, value_track_get_update_mode(p_track));
	}
	for (int i = 0; i < track_get_key_count(p_track); i++) {
		p_to_animation->track_insert_key(dst_track, track_get_key_time(p_track, i), track_get_key_value(p_track, i), track_get_key_transition(p_track, i));
	}
}
void Animation::_bind_methods() {