### 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)

Vector3 pos;
				position_track_get_key(i, j, &pos);
				if (j == 0) {
					aabb.position = pos;
				} else {
					aabb.expand_to(pos);
				}
			}
			for (int j = 0; j < 3; j++) {
				
				if (aabb.size[j] < CMP_EPSILON) {
					aabb.size[j] = CMP_EPSILON;
				}
			}
			bounds = aabb;
		}
		if (type == TYPE_SCALE_3D) {
			AABB aabb;
			int kcount = track_get_key_count(i);
			for (int j = 0; j < kcount; j++) {
				Vector3 scale;
				scale_track_get_key(i, j, &scale);
				if (j == 0) {
					aabb.position = scale;
				} else {
					aabb.expand_to(scale);
				}
			}
			for (int j = 0; j < 3; j++) {