### Godot version

4.0 RC1

### System information

Any

### Issue description

RootMotionView does not process rotations correctly. 

This problem was pointed out in #58061 and #66510 in the past, but was closed with some fixes and a recommendation to solve it by keeping the current rotation on the script side.

However, for RootMotionView, that work around is not available since it cannot detect the firing of the animation and therefore the current rotation cannot be retained.

As a result, if a moving to forward animation is played after a rotation animation, the moving direction will be strange.

https://user-images.githubusercontent.com/61938263/217674951-16148b54-2667-4506-a5df-644d4ad64e5d.mp4


### Steps to reproduce

A moving to forward animation is played after a rotation animation.

### Minimal reproduction project

[rootrot2.zip](https://github.com/godotengine/godot/files/10690681/rootrot2.zip)

continue;
						}
#endif // 
						if (Math::is_zero_approx(blend)) {
							continue; // 
						}
						TrackCacheMethod *t = static_cast<TrackCacheMethod *>(track);
						if (ed) {
							int idx = a->track_find_key(i, time, is_external_ing ? Animation::FIND_MODE_NEAREST : Animation::FIND_MODE_EXACT);
							if (idx < 0) {
								continue;
							}
							StringName method = a->method_track_get_name(i, idx);
							Vector<Variant> params = a->method_track_get_params(i, idx);
							_call_object(t->object, method, params, false);
						} else {
							List<int> indices;
							a->track_get_key_indices_in_range(i, time, delta, &indices, looped_flag);
							for (int &F : indices) {
								StringName method = a->method_track_get_name(i, F);
								Vector<Variant> params = a->method_track_get_params(i, F);
								_call_object(t->object, method, params, true);
							}
						}
					} break;
					case Animation::TYPE_BEZIER: {
						if (Math::is_zero_approx(blend)) {
							continue; // 
						}
						TrackCacheBezier *t = static_cast<TrackCacheBezier *>(track);