### 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)

Variant vz = arr_b[i];
							vz.zero();
							lesser_last = vz;
						}
						for (; i < max_size; i++) {
							result[i] = interpolate_variant(lesser_last, arr_b[i], c);
						}
					}
				}
				return result;
			}
		} break;
	}
	return c < 0.5 ? a : b;
}
bool Animation::inform_variant_array(int &r_min, int &r_max) {
	if (r_min <= r_max) {
		return false;
	}
	SWAP(r_min, r_max);
	return true;
}
Animation::Animation() {
}
Animation::~Animation() {
	for (int i = 0; i < tracks.size(); i++) {
		memdelete(tracks[i]);
	}
}