### 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)

case Variant::VECTOR3I: {
			return Vector3i(p_value.operator Vector3().round());
		} break;
		case Variant::VECTOR4I: {
			return Vector4i(p_value.operator Vector4().round());
		} break;
		case Variant::PACKED_INT32_ARRAY: {
			PackedFloat32Array old_val = p_value.operator PackedFloat32Array();
			PackedInt32Array new_val;
			new_val.resize(old_val.size());
			int *new_val_w = new_val.ptrw();
			for (int i = 0; i < old_val.size(); i++) {
				new_val_w[i] = (int32_t)Math::round(old_val[i]);
			}
			return new_val;
		} break;
		case Variant::PACKED_INT64_ARRAY: {
			PackedFloat64Array old_val = p_value.operator PackedFloat64Array();
			PackedInt64Array new_val;
			for (int i = 0; i < old_val.size(); i++) {
				new_val.push_back((int64_t)Math::round(old_val[i]));
			}
			return new_val;
		} break;
		default: {
		} break;
	}
	return p_value;
}
Variant Animation::string_to_array(const Variant p_value) {