### 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)

return _blend_node(p_sub_path, Vector<StringName>(), this, p_node, p_time, p_, p_is_external_ing, p_blend, p_filter, p_sync);
}
double AnimationNode::_blend_node(const StringName &p_subpath, const Vector<StringName> &p_connections, AnimationNode *p_new_parent, Ref<AnimationNode> p_node, double p_time, bool p_, bool p_is_external_ing, real_t p_blend, FilterAction p_filter, bool p_sync, real_t *r_max) {
	ERR_FAIL_COND_V(!p_node.is_valid(), 0);
	ERR_FAIL_COND_V(!state, 0);
	int blend_count = blends.size();
	if (p_node->blends.size() != blend_count) {
		p_node->blends.resize(blend_count);
	}
	real_t *blendw = p_node->blends.ptrw();
	const real_t *blendr = blends.ptr();
	bool any_valid = false;
	if (has_filter() && is_filter_enabled() && p_filter != FILTER_IGNORE) {
		for (int i = 0; i < blend_count; i++) {
			blendw[i] = 0.0; //
		}
		for (const KeyValue<NodePath, bool> &E : filter) {
			if (!state->track_map.has(E.key)) {
				continue;
			}
			int idx = state->track_map[E.key];
			blendw[idx] = 1.0; //
		}
		switch (p_filter) {
			case FILTER_IGNORE:
				break; //
			case FILTER_PASS: {
				//