### 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_COND_MSG(compression.enabled, "This animation is already compressed");
	p_split_tolerance = CLAMP(p_split_tolerance, 1.1, 8.0);
	compression.pages.clear();
	uint32_t base_page_size = 0; 
	LocalVector<uint32_t> tracks_to_compress;
	LocalVector<AABB> track_bounds;
	const uint32_t time_packet_size = 4;
	const uint32_t track_header_size = 4 + 4 + 4; 
	for (int i = 0; i < get_track_count(); i++) {
		TrackType type = track_get_type(i);
		if (type != TYPE_POSITION_3D && type != TYPE_ROTATION_3D && type != TYPE_SCALE_3D && type != TYPE_BLEND_SHAPE) {
			continue;
		}
		if (track_get_key_count(i) == 0) {
			continue; 
		}
		base_page_size += track_header_size; 
		base_page_size += time_packet_size; 
		base_page_size += (type == TYPE_BLEND_SHAPE) ? 4 : 8; 
		tracks_to_compress.push_back(i);
		AABB bounds;
		if (type == TYPE_POSITION_3D) {
			AABB aabb;
			int kcount = track_get_key_count(i);
			for (int j = 0; j < kcount; j++) {