### 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_COND(!state);
	ERR_FAIL_COND(!state->tree->property_parent_map.has(base_path));
	ERR_FAIL_COND(!state->tree->property_parent_map[base_path].has(p_name));
	StringName path = state->tree->property_parent_map[base_path][p_name];
	state->tree->property_map[path].first = p_value;
}
Variant AnimationNode::get_parameter(const StringName &p_name) const {
	ERR_FAIL_COND_V(!state, Variant());
	ERR_FAIL_COND_V(!state->tree->property_parent_map.has(base_path), Variant());
	ERR_FAIL_COND_V(!state->tree->property_parent_map[base_path].has(p_name), Variant());
	StringName path = state->tree->property_parent_map[base_path][p_name];
	return state->tree->property_map[path].first;
}
void AnimationNode::get_child_nodes(List<ChildNode> *r_child_nodes) {
	Dictionary cn;
	if (GDVIRTUAL_CALL(_get_child_nodes, cn)) {
		List<Variant> keys;
		cn.get_key_list(&keys);
		for (const Variant &E : keys) {
			ChildNode child;
			child.name = E;
			child.node = cn[E];
			r_child_nodes->push_back(child);
		}
	}
}
void AnimationNode::blend_animation(const StringName &p_animation, double p_time, double p_delta, bool p_ed, bool p_is_external_ing, real_t p_blend, Animation::LoopedFlag p_looped_flag) {