### 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)

ERR_FAIL_INDEX_V(p_input, inputs.size(), false);
	ERR_FAIL_COND_V(p_name.contains(".") || p_name.contains("/"), false);
	inputs.write[p_input].name = p_name;
	emit_changed();
	return true;
}
String AnimationNode::get_input_name(int p_input) const {
	ERR_FAIL_INDEX_V(p_input, inputs.size(), String());
	return inputs[p_input].name;
}
int AnimationNode::get_input_count() const {
	return inputs.size();
}
int AnimationNode::find_input(const String &p_name) const {
	int idx = -1;
	for (int i = 0; i < inputs.size(); i++) {
		if (inputs[i].name == p_name) {
			idx = i;
			break;
		}
	}
	return idx;
}
double AnimationNode::(double p_time, bool p_, bool p_is_external_ing) {
	double ret = 0;
	GDVIRTUAL_CALL(_, p_time, p_, p_is_external_ing, ret);
	return ret;
}
void AnimationNode::set_filter_path(const NodePath &p_path, bool p_enable) {