### Godot version

4.0beta17

### System information

Linux Mint 21.1

### Issue description

When editing animations for the **frame** property of **Sprite2D**, the preview image does not respect the **region_rect** specified in the Sprite2D's properties.

Godot 4.0 (tested with alpha1 to beta17)
![Screenshot from 2023-02-05 21-19-29](https://user-images.githubusercontent.com/2348534/216868394-45a9dc42-ce4b-4b11-82cb-4491aea46d9b.png)

Godot 3.5
![Screenshot from 2023-02-05 21-19-43](https://user-images.githubusercontent.com/2348534/216868543-cff6eb60-a431-4138-8fa6-5c30a54de0e1.png)

As can be seen in the second screenshot, the region rect is applied to the key preview image in Godot 3.5, but is ignored in Godot 4.0.


### Steps to reproduce

Steps:

1. Set a region rect on a Sprite2D node
2. Add Sprite2D.frame as a track to an AnimationPlayer
3. Insert key
4. Key preview does not take region rect into account

### Minimal reproduction project

[MRP.zip](https://github.com/godotengine/godot/files/10637055/MRP.zip)

}
		int from_x = MAX(pixel_begin, p_clip_left);
		int to_x = MIN(pixel_end, p_clip_right);
		if (to_x <= from_x) {
			return;
		}
		Ref<Font> font = get_theme_font(SNAME("font"), SNAME("Label"));
		int font_size = get_theme_font_size(SNAME("font_size"), SNAME("Label"));
		int fh = font->get_height(font_size) * 1.5;
		Rect2 rect(from_x, int(get_size().height - fh) / 2, to_x - from_x, fh);
		Color color = get_theme_color(SNAME("font_color"), SNAME("Label"));
		Color bg = color;
		bg.r = 1 - color.r;
		bg.g = 1 - color.g;
		bg.b = 1 - color.b;
		draw_rect(rect, bg);
		Vector<Vector2> lines;
		Vector<Color> colorv;
		{
			Ref<Animation> ap_anim = ap->get_animation(anim);
			for (int i = 0; i < ap_anim->get_track_count(); i++) {
				float h = (rect.size.height - 2) / ap_anim->get_track_count();
				int y = 2 + h * i + h / 2;
				for (int j = 0; j < ap_anim->track_get_key_count(i); j++) {
					float ofs = ap_anim->track_get_key_time(i, j);
					int x = p_x + ofs * p_pixels_sec + 2;
					if (x < from_x || x >= (to_x - 4)) {
						continue;
					}
					lines.push_back(Point2(x, y));