### 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)

const AnimationTrack *an = static_cast<const AnimationTrack *>(t);
						if (!is_backward) {
							_track_get_key_indices_in_range(an->values, from_time, anim_end, p_indices, is_backward);
							_track_get_key_indices_in_range(an->values, anim_start, to_time, p_indices, is_backward);
						} else {
							_track_get_key_indices_in_range(an->values, anim_start, to_time, p_indices, is_backward);
							_track_get_key_indices_in_range(an->values, from_time, anim_end, p_indices, is_backward);
						}
					} break;
				}
				return;
			}
			
			if (p_looped_flag != Animation::LOOPED_FLAG_NONE) {
				if (!is_backward && Math::is_equal_approx(from_time, 0)) {
					int edge = track_find_key(p_track, 0, FIND_MODE_EXACT);
					if (edge >= 0) {
						p_indices->push_back(edge);
					}
				} else if (is_backward && Math::is_equal_approx(to_time, length)) {
					int edge = track_find_key(p_track, length, FIND_MODE_EXACT);
					if (edge >= 0) {
						p_indices->push_back(edge);
					}
				}
			}
		} break;
		case LOOP_PINGPONG: {
			if (from_time > length || from_time < 0) {
				from_time = Math::pingpong(from_time, length);