### 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)

new_path = String(parent->base_path) + String(p_subpath) + "/";
	}
	// 
	// 
	if (!p_ && !p_sync && !any_valid) {
		return p_node->_pre_(new_path, new_parent, state, 0, p_, p_is_external_ing, p_connections);
	}
	return p_node->_pre_(new_path, new_parent, state, p_time, p_, p_is_external_ing, p_connections);
}
String AnimationNode::get_caption() const {
	String ret = "Node";
	GDVIRTUAL_CALL(_get_caption, ret);
	return ret;
}
bool AnimationNode::add_input(const String &p_name) {
	//
	ERR_FAIL_COND_V(Object::cast_to<AnimationRootNode>(this) != nullptr, false);
	Input input;
	ERR_FAIL_COND_V(p_name.contains(".") || p_name.contains("/"), false);
	input.name = p_name;
	inputs.push_back(input);
	emit_changed();
	return true;
}
void AnimationNode::remove_input(int p_index) {
	ERR_FAIL_INDEX(p_index, inputs.size());
	inputs.remove_at(p_index);
	emit_changed();
}
bool AnimationNode::set_input_name(int p_input, const String &p_name) {