### 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_FAIL_COND(!state);
	ERR_FAIL_COND(!state->player->has_animation(p_animation));
	Ref<Animation> animation = state->player->get_animation(p_animation);
	if (animation.is_null()) {
		AnimationNodeBlendTree *btree = Object::cast_to<AnimationNodeBlendTree>(parent);
		if (btree) {
			String node_name = btree->get_node_name(Ref<AnimationNodeAnimation>(this));
			make_invalid(vformat(RTR("In node '%s', invalid animation: '%s'."), node_name, p_animation));
		} else {
			make_invalid(vformat(RTR("Invalid animation: '%s'."), p_animation));
		}
		return;
	}
	ERR_FAIL_COND(!animation.is_valid());
	AnimationState anim_state;
	anim_state.blend = p_blend;
	anim_state.track_blends = &blends;
	anim_state.delta = p_delta;
	anim_state.time = p_time;
	anim_state.animation = animation;
	anim_state.ed = p_ed;
	anim_state.looped_flag = p_looped_flag;
	anim_state.is_external_ing = p_is_external_ing;
	state->animation_states.push_back(anim_state);
}
double AnimationNode::_pre_(const StringName &p_base_path, AnimationNode *p_parent, State *p_state, double p_time, bool p_, bool p_is_external_ing, const Vector<StringName> &p_connections) {