### 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)

return false;
				}
			}
			return true;
		} else if (what == "use_blend") {
			if (track_get_type(track) == TYPE_AUDIO) {
				audio_track_set_use_blend(track, p_value);
			}
		} else if (what == "interp") {
			track_set_interpolation_type(track, InterpolationType(p_value.operator int()));
		} else if (what == "loop_wrap") {
			track_set_interpolation_loop_wrap(track, p_value);
		} else if (what == "imported") {
			track_set_imported(track, p_value);
		} else if (what == "enabled") {
			track_set_enabled(track, p_value);
		} else if (what == "keys" || what == "key_values") {
			if (track_get_type(track) == TYPE_POSITION_3D) {
				PositionTrack *tt = static_cast<PositionTrack *>(tracks[track]);
				Vector<real_t> values = p_value;
				int vcount = values.size();
				ERR_FAIL_COND_V(vcount % POSITION_TRACK_SIZE, false);
				const real_t *r = values.ptr();
				int64_t count = vcount / POSITION_TRACK_SIZE;
				tt->positions.resize(count);
				TKey<Vector3> *tw = tt->positions.ptrw();
				for (int i = 0; i < count; i++) {
					TKey<Vector3> &tk = tw[i];
					const real_t *ofs = &r[i * POSITION_TRACK_SIZE];
					tk.time = ofs[0];