### 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)

} else {
				real_t endtime = p_keys[idx].time;
				if (endtime > length) { 
					endtime = length;
				}
				delta = endtime + length - p_keys[next].time;
				from = endtime + length - p_time;
			}
		} else if (is_end_edge) {
			if (!p_backward) {
				delta = (length - p_keys[idx].time) + p_keys[next].time;
				from = p_time - p_keys[idx].time;
			} else {
				delta = p_keys[idx].time + (length - p_keys[next].time);
				from = (length - p_time) - (length - p_keys[idx].time);
			}
		}
	} else {
		if (is_start_edge) {
			idx = p_backward ? len : -1;
		}
		next = (int)Math::round(Math::pingpong((float)(idx + (p_backward ? -1 : 1)) + 0.5f, (float)len) - 0.5f);
		if (use_cubic) {
			pre = (int)Math::round(Math::pingpong((float)(idx + (p_backward ? 1 : -1)) + 0.5f, (float)len) - 0.5f);
			post = (int)Math::round(Math::pingpong((float)(idx + (p_backward ? -2 : 2)) + 0.5f, (float)len) - 0.5f);
		}
		idx = (int)Math::round(Math::pingpong((float)idx + 0.5f, (float)len) - 0.5f);
		if (is_start_edge) {
			if (!p_backward) {
				real_t endtime = p_keys[idx].time;