### 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)

ERR_FAIL_INDEX_V(p_track, tracks.size(), TYPE_VALUE);
	return tracks[p_track]->type;
}
void Animation::track_set_path(int p_track, const NodePath &p_path) {
	ERR_FAIL_INDEX(p_track, tracks.size());
	tracks[p_track]->path = p_path;
	emit_changed();
}
NodePath Animation::track_get_path(int p_track) const {
	ERR_FAIL_INDEX_V(p_track, tracks.size(), NodePath());
	return tracks[p_track]->path;
}
int Animation::find_track(const NodePath &p_path, const TrackType p_type) const {
	for (int i = 0; i < tracks.size(); i++) {
		if (tracks[i]->path == p_path && tracks[i]->type == p_type) {
			return i;
		}
	};
	return -1;
};
void Animation::track_set_interpolation_type(int p_track, InterpolationType p_interp) {
	ERR_FAIL_INDEX(p_track, tracks.size());
	tracks[p_track]->interpolation = p_interp;
	emit_changed();
}
Animation::InterpolationType Animation::track_get_interpolation_type(int p_track) const {
	ERR_FAIL_INDEX_V(p_track, tracks.size(), INTERPOLATION_NEAREST);
	return tracks[p_track]->interpolation;
}
void Animation::track_set_interpolation_loop_wrap(int p_track, bool p_enable) {