### 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)

start_frame = true;
				best_frame = base_page_frame;
				best_frame_track = i;
				time_tracks[i].needs_start_frame = false;
				break;
			}
			ERR_FAIL_COND(key_frame < base_page_frame); 
			if (key_frame - base_page_frame >= max_frames_per_page) {
				
				best_invalid_frame = MIN(best_invalid_frame, key_frame);
			} else if (key_frame < best_frame) {
				best_frame = key_frame;
				best_frame_track = i;
			}
		}
		print_animc("*KEY*: Current Frame: " + itos(current_frame) + " Best Frame: " + rtos(best_frame) + " Best Track: " + itos(best_frame_track) + " Start: " + String(start_frame ? "true" : "false"));
		if (!start_frame && best_frame > current_frame) {
			
			print_animc("\tAdvance Condition.");
			bool rollback = false;
			
			uint32_t current_page_size = base_page_size;
			for (const AnimationCompressionDataState &state : data_tracks) {
				uint32_t track_size = state.data.size(); 
				track_size += state.get_temp_packet_size(); 
				if (track_size > Compression::MAX_DATA_TRACK_SIZE) {
					rollback = true; 
					break;
				}
				current_page_size += track_size;