### 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)

{
		Transform3D t;
		for (int i = 0; i < cache_update_size; i++) {
			TrackNodeCache *nc = cache_update[i];
			ERR_CONTINUE(nc->accum_pass != accum_pass);
#ifndef _3D_DISABLED
			if (nc->skeleton && nc->bone_idx >= 0) {
				if (nc->loc_used) {
					nc->skeleton->set_bone_pose_position(nc->bone_idx, nc->loc_accum);
				}
				if (nc->rot_used) {
					nc->skeleton->set_bone_pose_rotation(nc->bone_idx, nc->rot_accum);
				}
				if (nc->scale_used) {
					nc->skeleton->set_bone_pose_scale(nc->bone_idx, nc->scale_accum);
				}
			} else if (nc->node_blend_shape) {
				nc->node_blend_shape->set_blend_shape_value(nc->blend_shape_idx, nc->blend_shape_accum);
			} else if (nc->node_3d) {
				if (nc->loc_used) {
					nc->node_3d->set_position(nc->loc_accum);
				}
				if (nc->rot_used) {
					nc->node_3d->set_rotation(nc->rot_accum.get_euler());
				}
				if (nc->scale_used) {
					nc->node_3d->set_scale(nc->scale_accum);
				}
			}
#endif