### 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)

animation_set_update_pass++;
	bool clear_cache_needed = false;
	
	for (const AnimationLibraryData &lib : animation_libraries) {
		for (const KeyValue<StringName, Ref<Animation>> &K : lib.library->animations) {
			StringName key = lib.name == StringName() ? K.key : StringName(String(lib.name) + "/" + String(K.key));
			if (!animation_set.has(key)) {
				AnimationData ad;
				ad.animation = K.value;
				ad.animation_library = lib.name;
				ad.name = key;
				ad.last_update = animation_set_update_pass;
				animation_set.insert(ad.name, ad);
			} else {
				AnimationData &ad = animation_set[key];
				if (ad.last_update != animation_set_update_pass) {
					
					if (ad.animation != K.value || ad.animation_library != lib.name) {