### 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)

continue;
				}
#endif 
				if (!p_is_current || !nc->node || is_stopping) {
					continue;
				}
				List<int> indices;
				if (p_seeked) {
					int found_key = a->track_find_key(i, p_time);
					if (found_key >= 0) {
						indices.push_back(found_key);
					}
				} else {
					if (p_started) {
						int first_key = a->track_find_key(i, p_prev_time, Animation::FIND_MODE_EXACT);
						if (first_key >= 0) {
							indices.push_back(first_key);
						}
					}
					a->track_get_key_indices_in_range(i, p_time, p_delta, &indices, p_looped_flag);
				}
				for (int &E : indices) {
					StringName method = a->method_track_get_name(i, E);
					Vector<Variant> params = a->method_track_get_params(i, E);
#ifdef DEBUG_ENABLED
					if (!nc->node->has_method(method)) {
						ERR_PRINT("Invalid method call '" + method + "'. '" + a->get_name() + "' at node '" + get_path() + "'.");
					}
#endif
					_call_object(nc->node, method, params, method_call_mode == ANIMATION_METHOD_CALL_DEFERRED);