### 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)

public:
	void set_tree_root(const Ref<AnimationNode> &p_root);
	Ref<AnimationNode> get_tree_root() const;
	void set_active(bool p_active);
	bool is_active() const;
	void set_process_callback(AnimationProcessCallback p_mode);
	AnimationProcessCallback get_process_callback() const;
	void set_animation_player(const NodePath &p_player);
	NodePath get_animation_player() const;
	void set_advance_expression_base_node(const NodePath &p_advance_expression_base_node);
	NodePath get_advance_expression_base_node() const;
	void set_audio_max_polyphony(int p_audio_max_polyphony);
	int get_audio_max_polyphony() const;
	PackedStringArray get_configuration_warnings() const override;
	bool is_state_invalid() const;
	String get_invalid_state_reason() const;
	void set_root_motion_track(const NodePath &p_track);
	NodePath get_root_motion_track() const;
	Vector3 get_root_motion_position() const;
	Quaternion get_root_motion_rotation() const;
	Vector3 get_root_motion_scale() const;
	real_t get_connection_activity(const StringName &p_path, int p_connection) const;
	void advance(double p_time);
	uint64_t get_last_process_pass() const;
	AnimationTree();
	~AnimationTree();
};
VARIANT_ENUM_CAST(AnimationTree::AnimationProcessCallback)
#endif