### 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)

break;
							}
							if (player2->is_playing() || ed) {
								player2->(at_anim_pos);
								player2->play(anim_name);
								t->playing = true;
								playing_caches.insert(t);
							} else {
								player2->set_assigned_animation(anim_name);
								player2->(at_anim_pos, true);
							}
						} else {
							//
							List<int> to_play;
							a->track_get_key_indices_in_range(i, time, delta, &to_play, looped_flag);
							if (to_play.size()) {
								int idx = to_play.back()->get();
								StringName anim_name = a->animation_track_get_key_animation(i, idx);
								if (String(anim_name) == "[stop]" || !player2->has_animation(anim_name)) {
									if (playing_caches.has(t)) {
										playing_caches.erase(t);
										player2->stop();
										t->playing = false;
									}
								} else {
									player2->play(anim_name);
									t->playing = true;
									playing_caches.insert(t);
								}
							}