### 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 (p_track > 0 && p_track < tracks.size()) {
		SWAP(tracks.write[p_track], tracks.write[p_track - 1]);
	}
	emit_changed();
}
void Animation::track_move_to(int p_track, int p_to_index) {
	ERR_FAIL_INDEX(p_track, tracks.size());
	ERR_FAIL_INDEX(p_to_index, tracks.size() + 1);
	if (p_track == p_to_index || p_track == p_to_index - 1) {
		return;
	}
	Track *track = tracks.get(p_track);
	tracks.remove_at(p_track);
	
	tracks.insert(p_to_index > p_track ? p_to_index - 1 : p_to_index, track);
	emit_changed();
}
void Animation::track_swap(int p_track, int p_with_track) {
	ERR_FAIL_INDEX(p_track, tracks.size());
	ERR_FAIL_INDEX(p_with_track, tracks.size());
	if (p_track == p_with_track) {
		return;
	}
	SWAP(tracks.write[p_track], tracks.write[p_with_track]);
	emit_changed();
}
void Animation::set_step(real_t p_step) {