### Godot version

4.0 RC1

### System information

Any

### Issue description

RootMotionView does not process rotations correctly. 

This problem was pointed out in #58061 and #66510 in the past, but was closed with some fixes and a recommendation to solve it by keeping the current rotation on the script side.

However, for RootMotionView, that work around is not available since it cannot detect the firing of the animation and therefore the current rotation cannot be retained.

As a result, if a moving to forward animation is played after a rotation animation, the moving direction will be strange.

https://user-images.githubusercontent.com/61938263/217674951-16148b54-2667-4506-a5df-644d4ad64e5d.mp4


### Steps to reproduce

A moving to forward animation is played after a rotation animation.

### Minimal reproduction project

[rootrot2.zip](https://github.com/godotengine/godot/files/10690681/rootrot2.zip)

GDCLASS(AnimationRootNode, AnimationNode);
protected:
	virtual void _tree_changed();
	virtual void _animation_node_renamed(const ObjectID &p_oid, const String &p_old_name, const String &p_new_name);
	virtual void _animation_node_removed(const ObjectID &p_oid, const StringName &p_node);
public:
	AnimationRootNode() {}
};
class AnimationNodeStartState : public AnimationRootNode {
	GDCLASS(AnimationNodeStartState, AnimationRootNode);
};
class AnimationNodeEndState : public AnimationRootNode {
	GDCLASS(AnimationNodeEndState, AnimationRootNode);
};
class AnimationTree : public Node {
	GDCLASS(AnimationTree, Node);
public:
	enum AnimationProcessCallback {
		ANIMATION_PROCESS_PHYSICS,
		ANIMATION_PROCESS_IDLE,
		ANIMATION_PROCESS_MANUAL,
	};
private:
	struct TrackCache {
		bool root_motion = false;
		uint64_t setup_pass = 0;
		Animation::TrackType type = Animation::TrackType::TYPE_ANIMATION;
		Object *object = nullptr;
		ObjectID object_id;
		TrackCache() {