### 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_audio_streams();
	_stop_playing_caches(p_reset);
	Playback &c = playback;
	c.blend.clear();
	if (p_reset) {
		if (p_keep_state) {
			c.current.pos = 0;
		} else {
			is_stopping = true;
			seek(0, true);
			is_stopping = false;
		}
		c.current.from = nullptr;
		c.current.speed_scale = 1;
	}
	_set_process(false);
	queued.clear();
	playing = false;
}
void AnimationPlayer::animation_set_next(const StringName &p_animation, const StringName &p_next) {
	ERR_FAIL_COND_MSG(!animation_set.has(p_animation), vformat("Animation not found: %s.", p_animation));
	animation_set[p_animation].next = p_next;
}
StringName AnimationPlayer::animation_get_next(const StringName &p_animation) const {
	if (!animation_set.has(p_animation)) {
		return StringName();
	}
	return animation_set[p_animation].next;
}
void AnimationPlayer::set_default_blend_time(double p_default) {