### 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 (Math::is_equal_approx(t0.time, t1.time) || Math::is_equal_approx(t1.time, t2.time)) {
		return true;
	}
	if ((t0.value - t1.value).length() < p_allowed_precision_error && (t1.value - t2.value).length() < p_allowed_precision_error) {
		return true;
	}
	
	Quaternion q0 = t0.value * t1.value * t0.value.inverse();
	Quaternion q1 = t1.value * t2.value * t1.value.inverse();
	if (q0.get_axis().dot(q1.get_axis()) >= 1.0 - p_allowed_angular_error * 2.0) {
		double a0 = Math::acos(t0.value.dot(t1.value));
		double a1 = Math::acos(t1.value.dot(t2.value));
		if (a0 + a1 >= Math_PI) {
			return false; 
		}
		
		double v0 = a0 / (t1.time - t0.time);
		double v1 = a1 / (t2.time - t1.time);
		
		if (abs(v0 - v1) < p_allowed_precision_error) {
			return true;
		} else if (abs(v0) < p_allowed_precision_error || abs(v1) < p_allowed_precision_error) {
			return false;
		}