### 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)

}
	}
	if (Math::is_zero_approx(delta)) {
		c = 0;
	} else {
		c = from / delta;
	}
	if (p_ok) {
		*p_ok = true;
	}
	real_t tr = p_keys[idx].transition;
	if (tr == 0) {
		
		return p_keys[idx].value;
	}
	if (tr != 1.0) {
		c = Math::ease(c, tr);
	}
	switch (p_interp) {
		case INTERPOLATION_NEAREST: {
			return p_keys[idx].value;
		} break;
		case INTERPOLATION_LINEAR: {
			return _interpolate(p_keys[idx].value, p_keys[next].value, c);
		} break;
		case INTERPOLATION_LINEAR_ANGLE: {
			return _interpolate_angle(p_keys[idx].value, p_keys[next].value, c);
		} break;
		case INTERPOLATION_CUBIC:
		case INTERPOLATION_CUBIC_ANGLE: {