### 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)

if (!end_reached) {
		queued.clear();
	}
	_set_process(true); 
	playing = true;
	emit_signal(SceneStringNames::get_singleton()->animation_started, c.assigned);
	if (is_inside_tree() && Engine::get_singleton()->is_editor_hint()) {
		return; 
	}
	StringName next = animation_get_next(p_name);
	if (next != StringName() && animation_set.has(next)) {
		queue(next);
	}
}
bool AnimationPlayer::is_playing() const {
	return playing;
}
void AnimationPlayer::set_current_animation(const String &p_anim) {
	if (p_anim == "[stop]" || p_anim.is_empty()) {
		stop();
	} else if (!is_playing()) {
		play(p_anim);
	} else if (playback.assigned != p_anim) {
		float speed = get_playing_speed();
		play(p_anim, -1.0, speed, signbit(speed));
	} else {
		
	}
}
String AnimationPlayer::get_current_animation() const {