### Godot version

v4.0.beta17.official [c40020513]

### System information

Windows 11 Pro

### Issue description

In AnimationPlayer, Audio Playback Track does not work in the middle of playback, as in v3.5.1.stable.official [6fed1ffa3]

### Steps to reproduce

(Do on both versions)
Add root node -> Node
Add AnimationPlayer and AudioStreamPlayer
![image](https://user-images.githubusercontent.com/91904840/216308659-d0327455-73e9-48d6-93b3-b33f4c8f1ccc.png)

Add new animation, Add Audio Playback Track
Drag & Drop audio test.ogg on track with a time offset of 1
![image](https://user-images.githubusercontent.com/91904840/216308947-391718d9-1e9c-4418-9f82-3cc9b6075cff.png)

Play animation before the start of the track, at the beginning of the track and somewhere during the track (turn on the sound)

v 3.5.1

https://user-images.githubusercontent.com/91904840/216314742-80982bb9-23a3-4eb5-8e98-249c3531aa66.mp4

v 4.0.beta17


https://user-images.githubusercontent.com/91904840/216314798-23f212f2-c386-4dc1-8946-648e5f8f2467.mp4




You'll notice, that on version 4.0.beta17 Audio Playback Track does not work in the middle of playback!




### Minimal reproduction project

Normal playback
[godot_3.5.1.zip](https://github.com/godotengine/godot/files/10568517/godot_3.5.1.zip)

Cracked playback
[godot_4.0.beta17.zip](https://github.com/godotengine/godot/files/10568519/godot_4.0.beta17.zip)

return audio_max_polyphony;
}
bool AnimationTree::is_state_invalid() const {
	return !state.valid;
}
String AnimationTree::get_invalid_state_reason() const {
	return state.invalid_reasons;
}
uint64_t AnimationTree::get_last__pass() const {
	return _pass;
}
PackedStringArray AnimationTree::get_configuration_warnings() const {
	PackedStringArray warnings = Node::get_configuration_warnings();
	if (!root.is_valid()) {
		warnings.push_back(RTR("No root AnimationNode for the graph is set."));
	}
	if (!has_node(animation_player)) {
		warnings.push_back(RTR("Path to an AnimationPlayer node containing animations is not set."));
	} else {
		AnimationPlayer *player = Object::cast_to<AnimationPlayer>(get_node(animation_player));
		if (!player) {
			warnings.push_back(RTR("Path set for AnimationPlayer does not lead to an AnimationPlayer node."));
		} else if (!player->has_node(player->get_root())) {
			warnings.push_back(RTR("The AnimationPlayer root node is not a valid node."));
		}
	}
	return warnings;
}
void AnimationTree::set_root_motion_track(const NodePath &p_track) {