### 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)

default: {
			ERR_FAIL_V(Vector3i()); 
		} break;
	}
	return values;
}
struct AnimationCompressionBufferBitsRead {
	uint32_t buffer = 0;
	uint32_t used = 0;
	const uint8_t *src_data = nullptr;
	_FORCE_INLINE_ uint32_t read(uint32_t p_bits) {
		uint32_t output = 0;
		uint32_t written = 0;
		while (p_bits > 0) {
			if (used == 0) {
				used = 8;
				buffer = *src_data;
				src_data++;
			}
			uint32_t to_write = MIN(used, p_bits);
			output |= (buffer & ((1 << to_write) - 1)) << written;
			buffer >>= to_write;
			used -= to_write;
			p_bits -= to_write;
			written += to_write;
		}
		return output;
	}
};
void Animation::compress(uint32_t p_page_size, uint32_t p_fps, float p_split_tolerance) {