### 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 {
		while (p_array[from].time < from_time && !Math::is_equal_approx(p_array[from].time, from_time)) {
			from++;
			if (to < from) {
				return;
			}
		}
		while (p_array[to].time > to_time || Math::is_equal_approx(p_array[to].time, to_time)) {
			to--;
			if (to < from) {
				return;
			}
		}
	}
	if (from == to) {
		p_indices->push_back(from);
		return;
	}
	if (!p_is_backward) {
		for (int i = from; i <= to; i++) {
			p_indices->push_back(i);
		}
	} else {
		for (int i = to; i >= from; i--) {
			p_indices->push_back(i);
		}
	}
}
void Animation::track_get_key_indices_in_range(int p_track, double p_time, double p_delta, List<int> *p_indices, Animation::LoopedFlag p_looped_flag) const {