### 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)

ERR_FAIL_INDEX(p_idx, tracks.size());
	ERR_FAIL_COND(tracks[p_idx]->type != TYPE_VALUE);
	ValueTrack *vt = static_cast<ValueTrack *>(tracks[p_idx]);
	if (vt->values.size() == 0) {
		return;
	}
	Variant::Type type = vt->values[0].value.get_type();
	
	bool is_using_angle = vt->interpolation == Animation::INTERPOLATION_LINEAR_ANGLE || vt->interpolation == Animation::INTERPOLATION_CUBIC_ANGLE;
	int i = 0;
	while (i < vt->values.size() - 2) {
		bool erase = false;
		switch (type) {
			case Variant::FLOAT: {
				TKey<float> t0;
				TKey<float> t1;
				TKey<float> t2;
				t0.time = vt->values[i].time;
				t1.time = vt->values[i + 1].time;
				t2.time = vt->values[i + 2].time;
				t0.value = vt->values[i].value;
				t1.value = vt->values[i + 1].value;
				t2.value = vt->values[i + 2].value;
				if (is_using_angle) {
					float diff1 = fmod(t1.value - t0.value, Math_TAU);