### 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)

BIND_ENUM_CONSTANT(INTERPOLATION_CUBIC);
	BIND_ENUM_CONSTANT(INTERPOLATION_LINEAR_ANGLE);
	BIND_ENUM_CONSTANT(INTERPOLATION_CUBIC_ANGLE);
	BIND_ENUM_CONSTANT(UPDATE_CONTINUOUS);
	BIND_ENUM_CONSTANT(UPDATE_DISCRETE);
	BIND_ENUM_CONSTANT(UPDATE_CAPTURE);
	BIND_ENUM_CONSTANT(LOOP_NONE);
	BIND_ENUM_CONSTANT(LOOP_LINEAR);
	BIND_ENUM_CONSTANT(LOOP_PINGPONG);
	BIND_ENUM_CONSTANT(LOOPED_FLAG_NONE);
	BIND_ENUM_CONSTANT(LOOPED_FLAG_END);
	BIND_ENUM_CONSTANT(LOOPED_FLAG_START);
	BIND_ENUM_CONSTANT(FIND_MODE_NEAREST);
	BIND_ENUM_CONSTANT(FIND_MODE_APPROX);
	BIND_ENUM_CONSTANT(FIND_MODE_EXACT);
}
void Animation::clear() {
	for (int i = 0; i < tracks.size(); i++) {
		memdelete(tracks[i]);
	}
	tracks.clear();
	loop_mode = LOOP_NONE;
	length = 1;
	compression.enabled = false;
	compression.bounds.clear();
	compression.pages.clear();
	compression.fps = 120;
	emit_changed();
}
bool Animation::_float_track_optimize_key(const TKey<float> t0, const TKey<float> t1, const TKey<float> t2, real_t p_allowed_velocity_err, real_t p_allowed_precision_error) {