### 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)

case Animation::TYPE_BEZIER: {
					TrackCacheBezier *t = static_cast<TrackCacheBezier *>(track);
					t->object->set_indexed(t->subpath, t->value);
				} break;
				case Animation::TYPE_AUDIO: {
					TrackCacheAudio *t = static_cast<TrackCacheAudio *>(track);
					// 
					LocalVector<ObjectID> erase_maps;
					for (KeyValue<ObjectID, PlayingAudioTrackInfo> &L : t->playing_streams) {
						PlayingAudioTrackInfo &track_info = L.value;
						float db = Math::linear_to_db(track_info.use_blend ? track_info.volume : 1.0);
						LocalVector<int> erase_streams;
						HashMap<int, PlayingAudioStreamInfo> &map = track_info.stream_info;
						for (const KeyValue<int, PlayingAudioStreamInfo> &M : map) {
							PlayingAudioStreamInfo pasi = M.value;
							bool stop = false;
							if (!t->audio_stream_playback->is_stream_playing(pasi.index)) {
								stop = true;
							}
							if (!track_info.loop) {
								if (!track_info.backward) {
									if (track_info.time < pasi.start) {
										stop = true;
									}
								} else if (track_info.backward) {
									if (track_info.time > pasi.start) {
										stop = true;
									}
								}
							}