### 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)

to_play.push_back(first_key);
						}
					}
					a->track_get_key_indices_in_range(i, p_time, p_delta, &to_play, p_looped_flag);
					if (to_play.size()) {
						idx = to_play.back()->get();
					}
				}
				if (idx < 0) {
					continue;
				}
				
				Ref<AudioStream> stream = a->audio_track_get_key_stream(i, idx);
				if (stream.is_valid()) {
					double start_ofs = a->audio_track_get_key_start_offset(i, idx);
					double end_ofs = a->audio_track_get_key_end_offset(i, idx);
					double len = stream->get_length();
					if (aa->object->call(SNAME("get_stream")) != aa->audio_stream) {
						aa->object->call(SNAME("set_stream"), aa->audio_stream);
						aa->audio_stream_playback.unref();
						if (!playing_audio_stream_players.has(asp)) {
							playing_audio_stream_players.push_back(asp);
						}
					}
					if (!aa->object->call(SNAME("is_playing"))) {
						aa->object->call(SNAME("play"));
					}
					if (!aa->object->call(SNAME("has_stream_playback"))) {
						aa->audio_stream_playback.unref();
						continue;