### 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)

root_motion_track = p_track;
}
NodePath AnimationTree::get_root_motion_track() const {
	return root_motion_track;
}
Vector3 AnimationTree::get_root_motion_position() const {
	return root_motion_position;
}
Quaternion AnimationTree::get_root_motion_rotation() const {
	return root_motion_rotation;
}
Vector3 AnimationTree::get_root_motion_scale() const {
	return root_motion_scale;
}
void AnimationTree::_tree_changed() {
	if (properties_dirty) {
		return;
	}
	call_deferred(SNAME("_update_properties"));
	properties_dirty = true;
}
void AnimationTree::_update_properties_for_node(const String &p_base_path, Ref<AnimationNode> node) {
	ERR_FAIL_COND(node.is_null());
	if (!property_parent_map.has(p_base_path)) {
		property_parent_map[p_base_path] = HashMap<StringName, StringName>();
	}
	if (node->get_input_count() && !input_activity_map.has(p_base_path)) {
		Vector<Activity> activity;