### 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)

uint32_t bit_width[COMPONENTS];
				for (uint32_t j = 0; j < COMPONENTS; j++) {
					bit_width[j] = (data_key[COMPONENTS] >> (j * 4)) & 0xF;
				}
				uint32_t frame_bit_width = (data_key[COMPONENTS] >> 12) + 1;
				AnimationCompressionBufferBitsRead buffer;
				buffer.src_data = (const uint8_t *)&data_key[COMPONENTS + 1];
				for (uint32_t j = 1; j < data_count; j++) {
					uint32_t frame_delta = buffer.read(frame_bit_width);
					f += frame_delta;
					frame_time = f * frame_to_sec + page_base_time;
					if (frame_time >= p_time + p_delta) {
						return;
					} else if (frame_time >= p_time) {
						r_indices->push_back(key_index);
					}
					for (uint32_t k = 0; k < COMPONENTS; k++) {
						if (bit_width[k] == 0) {
							continue; 
						}
						buffer.read(bit_width[k] + 1); 
					}
					key_index++;
				}
			}
		}
	}
}
int Animation::_get_compressed_key_count(uint32_t p_compressed_track) const {