### 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_BEZIER: {
				if (!nc->node) {
					continue;
				}
				HashMap<StringName, TrackNodeCache::BezierAnim>::Iterator E = nc->bezier_anim.find(a->track_get_path(i).get_concatenated_subnames());
				ERR_CONTINUE(!E); 
				TrackNodeCache::BezierAnim *ba = &E->value;
				real_t bezier = a->bezier_track_interpolate(i, p_time);
				bezier = post_process_key_value(a, i, bezier, nc->node);
				if (ba->accum_pass != accum_pass) {
					ERR_CONTINUE(cache_update_bezier_size >= NODE_CACHE_UPDATE_MAX);
					cache_update_bezier[cache_update_bezier_size++] = ba;
					ba->bezier_accum = bezier;
					ba->accum_pass = accum_pass;
				} else {
					ba->bezier_accum = Math::lerp(ba->bezier_accum, (float)bezier, p_interp);
				}
			} break;
			case Animation::TYPE_AUDIO: {
				if (!nc->node || is_stopping) {
					continue;
				}
#ifdef TOOLS_ENABLED
				if (p_seeked && !can_call) {
					continue; 
				}
#endif 
				HashMap<StringName, TrackNodeCache::AudioAnim>::Iterator E = nc->audio_anim.find(a->track_get_path(i).get_concatenated_names());