### Godot version

v4.1.stable.official [970459615]  < Steam

### System information

Godot v4.1.stable - Debian GNU/Linux trixie/sid trixie - Vulkan (Mobile) - dedicated NVIDIA GeForce GTX 1060 (nvidia) - Intel(R) Core(TM) i5-8400 CPU @ 2.80GHz (6 Threads)

### Issue description

When a tween is performed on a `Transform2D`, where the starting value has a scale which isn't `(1, 1)`, both the position and scale of the intermediate values will be incorrect.  However, the correct transform will be applied at the end of the tween:

https://github.com/godotengine/godot/assets/441188/d190e224-3212-457a-9ba6-563b09abe930



### Steps to reproduce

Eg:
```
var tween := create_tween()
var start := Transform2D(Vector2.RIGHT, Vector2.DOWN, Vector2(100,100)) * 0.5
var end := Transform2D(Vector2.RIGHT, Vector2.DOWN, Vector2(200, 100))
(tween.tween_property($Tweened, "transform", end, 2.0)
	.from(start)
	)
```

### Minimal reproduction project

Single self-contained scene. Click to start the tween:

[tween_transform2d.zip](https://github.com/godotengine/godot/files/11995298/tween_transform2d.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);