### 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_INDEX(p_track, tracks.size());
	Track *t = tracks[p_track];
	ERR_FAIL_COND(t->type != TYPE_BEZIER);
	BezierTrack *bt = static_cast<BezierTrack *>(t);
	ERR_FAIL_INDEX(p_index, bt->values.size());
	bt->values.write[p_index].value.handle_mode = p_mode;
	switch (p_mode) {
		case HANDLE_MODE_LINEAR: {
			bt->values.write[p_index].value.in_handle = Vector2(0, 0);
			bt->values.write[p_index].value.out_handle = Vector2(0, 0);
		} break;
		case HANDLE_MODE_BALANCED:
		case HANDLE_MODE_MIRRORED: {
			int prev_key = MAX(0, p_index - 1);
			int next_key = MIN(bt->values.size() - 1, p_index + 1);
			if (prev_key == next_key) {
				break; 
			}
			real_t in_handle_x = 0;
			real_t in_handle_y = 0;
			real_t out_handle_x = 0;
			real_t out_handle_y = 0;
			if (p_mode == HANDLE_MODE_BALANCED) {