### 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)

ERR_FAIL_COND_V(!compression.enabled, false);
	ERR_FAIL_UNSIGNED_INDEX_V(p_compressed_track, compression.bounds.size(), false);
	for (const Compression::Page &page : compression.pages) {
		const uint8_t *page_data = page.data.ptr();
		
		const uint32_t *indices = (const uint32_t *)page_data;
		const uint16_t *time_keys = (const uint16_t *)&page_data[indices[p_compressed_track * 3 + 0]];
		uint32_t time_key_count = indices[p_compressed_track * 3 + 1];
		const uint8_t *data_keys_base = (const uint8_t *)&page_data[indices[p_compressed_track * 3 + 2]];
		for (uint32_t j = 0; j < time_key_count; j++) {
			uint32_t subkeys = (time_keys[j * 2 + 1] >> 12) + 1;
			if ((uint32_t)p_index < subkeys) {
				uint16_t data_offset = (time_keys[j * 2 + 1] & 0xFFF) * 4;
				const uint16_t *data_key = (const uint16_t *)(data_keys_base + data_offset);
				uint16_t frame = time_keys[j * 2 + 0];
				uint16_t decode[COMPONENTS];
				for (uint32_t k = 0; k < COMPONENTS; k++) {
					decode[k] = data_key[k];
				}
				if (p_index > 0) {
					uint32_t bit_width[COMPONENTS];
					for (uint32_t k = 0; k < COMPONENTS; k++) {
						bit_width[k] = (data_key[COMPONENTS] >> (k * 4)) & 0xF;
					}
					uint32_t frame_bit_width = (data_key[COMPONENTS] >> 12) + 1;
					AnimationCompressionBufferBitsRead buffer;
					buffer.src_data = (const uint8_t *)&data_key[COMPONENTS + 1];