### 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)

for (int i = 0; i < blend_count; i++) {
					if (blendw[i] == 0) { //
						continue;
					}
					blendw[i] = blendr[i] * p_blend;
					if (!Math::is_zero_approx(blendw[i])) {
						any_valid = true;
					}
				}
			} break;
			case FILTER_STOP: {
				//
				for (int i = 0; i < blend_count; i++) {
					if (blendw[i] > 0) { //
						continue;
					}
					blendw[i] = blendr[i] * p_blend;
					if (!Math::is_zero_approx(blendw[i])) {
						any_valid = true;
					}
				}
			} break;
			case FILTER_BLEND: {
				//
				for (int i = 0; i < blend_count; i++) {
					if (blendw[i] == 1.0) {
						blendw[i] = blendr[i] * p_blend; //
					} else {
						blendw[i] = blendr[i]; //
					}