### 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)

t1.value = t0.value + fmod(2.0 * diff1, Math_TAU) - diff1;
					float diff2 = fmod(t2.value - t1.value, Math_TAU);
					t2.value = t1.value + fmod(2.0 * diff2, Math_TAU) - diff2;
					if (abs(abs(diff1) + abs(diff2)) >= Math_PI) {
						break; 
					}
				}
				erase = _float_track_optimize_key(t0, t1, t2, p_allowed_velocity_err, p_allowed_precision_error);
			} break;
			case Variant::VECTOR2: {
				TKey<Vector2> t0;
				TKey<Vector2> t1;
				TKey<Vector2> t2;
				t0.time = vt->values[i].time;
				t1.time = vt->values[i + 1].time;
				t2.time = vt->values[i + 2].time;
				t0.value = vt->values[i].value;
				t1.value = vt->values[i + 1].value;
				t2.value = vt->values[i + 2].value;
				erase = _vector2_track_optimize_key(t0, t1, t2, p_allowed_velocity_err, p_allowed_angular_err, p_allowed_precision_error);
			} break;
			case Variant::VECTOR3: {
				TKey<Vector3> t0;
				TKey<Vector3> t1;
				TKey<Vector3> t2;
				t0.time = vt->values[i].time;
				t1.time = vt->values[i + 1].time;
				t2.time = vt->values[i + 2].time;
				t0.value = vt->values[i].value;
				t1.value = vt->values[i + 1].value;