GPU Particles 2D/3D Interpolation doesn't seem to consider Animated Velocities
Godot version
v4.2.beta3; v4.2.beta.custom_build [8c7e20d97]
System information
Windows 10.0.19045 - Vulkan (Forward+, Mobile) - GLES3 (Compatibility) - dedicated NVIDIA GeForce GTX 1650 (NVIDIA; 31.0.15.4592) - Intel(R) Core(TM) i7-2600K CPU @ 3.40GHz (8 Threads)
Issue description
When particles use any of the animated velocities, they will feel like there is no interpolation.
It gets worse with lower fps and also with higher velocity forces. Although it's hard to see, it also happens on the default 30fps.
When applying an initial velocity to the particles it feels like ~~I'm seeing Flash trying to phase through a wall~~ the particles are jittering back and forth between a place they think they should be and the place they actually are supposed to be.
Using higher FPSs like 60 or 0 makes the issue go away. Disabling interpolation also stops any jittering.
Steps to reproduce
The reproduction project has "main_2d" and "main_3d" scenes that show the issue, even in the editor.
Minimal reproduction project
Tested in v4.3-stable and v4.4-dev6. The issue is still the same.