### 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)

clear_caches(); 
}
void AnimationPlayer::clear_caches() {
	_clear_audio_streams();
	_stop_playing_caches(true);
	node_cache_map.clear();
	for (KeyValue<StringName, AnimationData> &E : animation_set) {
		E.value.node_cache.clear();
	}
	cache_update_size = 0;
	cache_update_prop_size = 0;
	cache_update_bezier_size = 0;
	cache_update_audio_size = 0;
	emit_signal(SNAME("caches_cleared"));
}
void AnimationPlayer::_clear_audio_streams() {
	for (int i = 0; i < playing_audio_stream_players.size(); i++) {
		playing_audio_stream_players[i]->call(SNAME("stop"));
		playing_audio_stream_players[i]->call(SNAME("set_stream"), Ref<AudioStream>());
	}
	playing_audio_stream_players.clear();
}
void AnimationPlayer::set_active(bool p_active) {
	if (active == p_active) {
		return;
	}
	active = p_active;
	_set_process(processing, true);
}
bool AnimationPlayer::is_active() const {