### 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 (idx >= bt->values.size() - 1) {
		return bt->values[bt->values.size() - 1].value.value;
	}
	double t = p_time - bt->values[idx].time;
	int iterations = 10;
	real_t duration = bt->values[idx + 1].time - bt->values[idx].time; 
	real_t low = 0.0; 
	real_t high = 1.0; 
	Vector2 start(0, bt->values[idx].value.value);
	Vector2 start_out = start + bt->values[idx].value.out_handle;
	Vector2 end(duration, bt->values[idx + 1].value.value);
	Vector2 end_in = end + bt->values[idx + 1].value.in_handle;
	
	for (int i = 0; i < iterations; i++) {
		real_t middle = (low + high) / 2;
		Vector2 interp = start.bezier_interpolate(start_out, end_in, end, middle);
		if (interp.x < t) {
			low = middle;
		} else {
			high = middle;
		}
	}
	
	Vector2 low_pos = start.bezier_interpolate(start_out, end_in, end, low);
	Vector2 high_pos = start.bezier_interpolate(start_out, end_in, end, high);
	real_t c = (t - low_pos.x) / (high_pos.x - low_pos.x);
	return low_pos.lerp(high_pos, c).y;
}
int Animation::audio_track_insert_key(int p_track, double p_time, const Ref<Resource> &p_stream, real_t p_start_offset, real_t p_end_offset) {