### 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)

double ratio = v0 < v1 ? v0 / v1 : v1 / v0;
		if (ratio >= 1.0 - p_allowed_velocity_err) {
			return true;
		}
	}
	return false;
}
void Animation::_position_track_optimize(int p_idx, real_t p_allowed_velocity_err, real_t p_allowed_angular_err, real_t p_allowed_precision_error) {
	ERR_FAIL_INDEX(p_idx, tracks.size());
	ERR_FAIL_COND(tracks[p_idx]->type != TYPE_POSITION_3D);
	PositionTrack *tt = static_cast<PositionTrack *>(tracks[p_idx]);
	int i = 0;
	while (i < tt->positions.size() - 2) {
		TKey<Vector3> t0 = tt->positions[i];
		TKey<Vector3> t1 = tt->positions[i + 1];
		TKey<Vector3> t2 = tt->positions[i + 2];
		bool erase = _vector3_track_optimize_key(t0, t1, t2, p_allowed_velocity_err, p_allowed_angular_err, p_allowed_precision_error);
		if (erase) {
			tt->positions.remove_at(i + 1);
		} else {
			i++;
		}
	}
	if (tt->positions.size() == 2) {
		if ((tt->positions[0].value - tt->positions[1].value).length() < p_allowed_precision_error) {
			tt->positions.remove_at(1);
		}
	}
}
void Animation::_rotation_track_optimize(int p_idx, real_t p_allowed_velocity_err, real_t p_allowed_angular_err, real_t p_allowed_precision_error) {