### 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 (temp_packets.size() == 0) {
			return; 
		}
#ifdef DEBUG_PACKET_PUSH
#ifndef _MSC_VER
#warning Debugging packet push, disable this code in production to gain a bit more import performance.
#endif
		uint32_t debug_packet_push = get_temp_packet_size();
		uint32_t debug_data_size = data.size();
#endif
		
		uint8_t header[8];
		uint32_t header_bytes = 0;
		for (uint32_t i = 0; i < components; i++) {
			encode_uint16(temp_packets[0].data[i], &header[header_bytes]);
			header_bytes += 2;
		}
		uint32_t max_shifts[3] = { 0, 0, 0 }; 
		uint32_t max_frame_delta_shift = 0;
		if (temp_packets.size() > 1) {
			_compute_max_shifts(0, temp_packets.size() - 1, max_shifts, max_frame_delta_shift);
			uint16_t shift_header = (max_frame_delta_shift - 1) << 12;
			for (uint32_t i = 0; i < components; i++) {
				shift_header |= max_shifts[i] << (4 * i);
			}
			encode_uint16(shift_header, &header[header_bytes]);
			header_bytes += 2;