### 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)

int32_t delta = p_to - p_from;
		if (delta > 32767) {
			return delta - 65536; 
		} else if (delta < -32768) {
			return 65536 + delta; 
		}
		return delta;
	}
	static uint32_t _compute_shift_bits_signed(int32_t p_delta) {
		if (p_delta == 0) {
			return 0;
		} else if (p_delta < 0) {
			p_delta = ABS(p_delta) - 1;
			if (p_delta == 0) {
				return 1;
			}
		}
		return nearest_shift(p_delta);
	}
	void _compute_max_shifts(uint32_t p_from, uint32_t p_to, uint32_t *max_shifts, uint32_t &max_frame_delta_shift) const {