### 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)

} else if (what == "keys") {
			if (track_get_type(track) == TYPE_POSITION_3D) {
				Vector<real_t> keys;
				int kk = track_get_key_count(track);
				keys.resize(kk * POSITION_TRACK_SIZE);
				real_t *w = keys.ptrw();
				int idx = 0;
				for (int i = 0; i < track_get_key_count(track); i++) {
					Vector3 loc;
					position_track_get_key(track, i, &loc);
					w[idx++] = track_get_key_time(track, i);
					w[idx++] = track_get_key_transition(track, i);
					w[idx++] = loc.x;
					w[idx++] = loc.y;
					w[idx++] = loc.z;
				}
				r_ret = keys;
				return true;
			} else if (track_get_type(track) == TYPE_ROTATION_3D) {
				Vector<real_t> keys;
				int kk = track_get_key_count(track);
				keys.resize(kk * ROTATION_TRACK_SIZE);
				real_t *w = keys.ptrw();
				int idx = 0;
				for (int i = 0; i < track_get_key_count(track); i++) {
					Quaternion rot;
					rotation_track_get_key(track, i, &rot);
					w[idx++] = track_get_key_time(track, i);
					w[idx++] = track_get_key_transition(track, i);
					w[idx++] = rot.x;