### 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)

track->root_motion = root_motion_track == path;
				switch (ttype) {
					case Animation::TYPE_POSITION_3D: {
#ifndef 
						if (Math::is_zero_approx(blend)) {
							continue; // 
						}
						TrackCacheTransform *t = static_cast<TrackCacheTransform *>(track);
						if (track->root_motion && calc_root) {
							double prev_time = time - delta;
							if (!backward) {
								if (prev_time < 0) {
									switch (a->get_loop_mode()) {
										case Animation::LOOP_NONE: {
											prev_time = 0;
										} break;
										case Animation::LOOP_LINEAR: {
											prev_time = Math::fposmod(prev_time, (double)a->get_length());
										} break;
										case Animation::LOOP_PINGPONG: {
											prev_time = Math::pingpong(prev_time, (double)a->get_length());
										} break;
										default:
											break;
									}
								}
							} else {
								if (prev_time > a->get_length()) {
									switch (a->get_loop_mode()) {
										case Animation::LOOP_NONE: {