### 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)

for (int i = 0; i < node->get_input_count(); i++) {
			Activity a;
			a.activity = 0;
			a.last_pass = 0;
			activity.push_back(a);
		}
		input_activity_map[p_base_path] = activity;
		input_activity_map_get[String(p_base_path).substr(0, String(p_base_path).length() - 1)] = &input_activity_map[p_base_path];
	}
	List<PropertyInfo> plist;
	node->get_parameter_list(&plist);
	for (PropertyInfo &pinfo : plist) {
		StringName key = pinfo.name;
		if (!property_map.has(p_base_path + key)) {
			Pair<Variant, bool> param;
			param.first = node->get_parameter_default_value(key);
			param.second = node->is_parameter_read_only(key);
			property_map[p_base_path + key] = param;
		}
		property_parent_map[p_base_path][key] = p_base_path + key;
		pinfo.name = p_base_path + key;
		properties.push_back(pinfo);
	}
	List<AnimationNode::ChildNode> children;
	node->get_child_nodes(&children);
	for (const AnimationNode::ChildNode &E : children) {
		_update_properties_for_node(p_base_path + E.name + "/", E.node);
	}
}
void AnimationTree::_update_properties() {