### 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)

real_t precision = Math::pow(0.1, p_precision);
	for (int i = 0; i < tracks.size(); i++) {
		if (track_is_compressed(i)) {
			continue; 
		}
		if (tracks[i]->type == TYPE_POSITION_3D) {
			_position_track_optimize(i, p_allowed_velocity_err, p_allowed_angular_err, precision);
		} else if (tracks[i]->type == TYPE_ROTATION_3D) {
			_rotation_track_optimize(i, p_allowed_velocity_err, p_allowed_angular_err, precision);
		} else if (tracks[i]->type == TYPE_SCALE_3D) {
			_scale_track_optimize(i, p_allowed_velocity_err, p_allowed_angular_err, precision);
		} else if (tracks[i]->type == TYPE_BLEND_SHAPE) {
			_blend_shape_track_optimize(i, p_allowed_velocity_err, precision);
		} else if (tracks[i]->type == TYPE_VALUE) {
			_value_track_optimize(i, p_allowed_velocity_err, p_allowed_angular_err, precision);
		}
	}
}
#define print_animc(m_str)
struct AnimationCompressionDataState {
	enum {