### 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)

ERR_CONTINUE(!E); 
				TrackNodeCache::AudioAnim *aa = &E->value;
				Node *asp = Object::cast_to<Node>(aa->object);
				if (!asp) {
					continue;
				}
				aa->length = a->get_length();
				aa->time = p_time;
				aa->loop = a->get_loop_mode() != Animation::LOOP_NONE;
				aa->backward = backward;
				if (aa->accum_pass != accum_pass) {
					ERR_CONTINUE(cache_update_audio_size >= NODE_CACHE_UPDATE_MAX);
					cache_update_audio[cache_update_audio_size++] = aa;
					aa->accum_pass = accum_pass;
				}
				HashMap<int, TrackNodeCache::PlayingAudioStreamInfo> &map = aa->playing_streams;
				
				int idx = -1;
				if (p_seeked) {
					idx = a->track_find_key(i, p_time);
					
					if (map.has(idx)) {
						aa->audio_stream_playback->stop_stream(map[idx].index);
						map.erase(idx);
					}
				} else {
					List<int> to_play;
					if (p_started) {
						int first_key = a->track_find_key(i, p_prev_time, Animation::FIND_MODE_EXACT);
						if (first_key >= 0) {