### 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)

}
			}
			if (rollback || best_frame == FRAME_MAX) {
				
				print_animc("\tCommiting page...");
				
				
				
				
				uint32_t page_end_frame = (rollback || best_frame == FRAME_MAX) ? current_frame : best_invalid_frame;
				print_animc("\tEnd Frame: " + itos(page_end_frame) + ", " + rtos(page_end_frame * frame_len) + "s");
				
				uint32_t finalizer_local_frame = page_end_frame - base_page_frame;
				uint32_t total_page_size = 0;
				for (uint32_t i = 0; i < data_tracks.size(); i++) {
					if (data_tracks[i].temp_packets.size() == 0 || (data_tracks[i].temp_packets[data_tracks[i].temp_packets.size() - 1].frame) < finalizer_local_frame) {
						
						Vector3i values = _compress_key(tracks_to_compress[i], track_bounds[i], -1, page_end_frame * frame_len);
						bool first_key = data_tracks[i].insert_key(finalizer_local_frame, values);
						if (first_key) {
							AnimationCompressionTimeState::Packet p;
							p.count = 1;
							p.frame = finalizer_local_frame;
							p.offset = data_tracks[i].data.size();
							time_tracks[i].packets.push_back(p);
						} else {
							ERR_FAIL_COND(time_tracks[i].packets.size() == 0);
							time_tracks[i].packets[time_tracks[i].packets.size() - 1].count++;
						}
					}