### 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)

} break;
			case Animation::TYPE_VALUE: {
				if (!nc->node) {
					continue;
				}
				
				HashMap<StringName, TrackNodeCache::PropertyAnim>::Iterator E = nc->property_anim.find(a->track_get_path(i).get_concatenated_subnames());
				ERR_CONTINUE(!E); 
				TrackNodeCache::PropertyAnim *pa = &E->value;
				Animation::UpdateMode update_mode = a->value_track_get_update_mode(i);
				if (update_mode == Animation::UPDATE_CAPTURE) {
					if (p_started || pa->capture == Variant()) {
						pa->capture = pa->object->get_indexed(pa->subpath);
					}
					int key_count = a->track_get_key_count(i);
					if (key_count == 0) {
						continue; 
					}
					double first_key_time = a->track_get_key_time(i, 0);
					double transition = 1.0;
					int first_key = 0;
					if (first_key_time == 0.0) {
						
						if (key_count == 1) {
							continue; 
						}
						transition = (double)a->track_get_key_transition(i, 0);
						first_key_time = a->track_get_key_time(i, 1);
						first_key = 1;
					}