### 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 (err != OK) {
							continue;
						}
						value = post__key_value(a, i, value, t->object, t->shape_index);
						t->value += (value - t->init_value) * blend;
#endif // 
					} break;
					case Animation::TYPE_VALUE: {
						if (Math::is_zero_approx(blend)) {
							continue; // 
						}
						TrackCacheValue *t = static_cast<TrackCacheValue *>(track);
						Animation::UpdateMode update_mode = a->value_track_get_update_mode(i);
						if (update_mode == Animation::UPDATE_CONTINUOUS || update_mode == Animation::UPDATE_CAPTURE) {
							Variant value = a->value_track_interpolate(i, time);
							value = post__key_value(a, i, value, t->object);
							if (value == Variant()) {
								continue;
							}
							// 
							if (t->is_using_angle) {
								// 
								// 
								float rot_a = t->value;
								float rot_b = value;
								float rot_init = t->init_value;
								rot_a = Math::fposmod(rot_a, (float)Math_TAU);
								rot_b = Math::fposmod(rot_b, (float)Math_TAU);
								rot_init = Math::fposmod(rot_init, (float)Math_TAU);