### 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)

}
					} break;
				}
			}
		}
	}
	{
		// 
		for (const KeyValue<NodePath, TrackCache *> &K : track_cache) {
			TrackCache *track = K.value;
			switch (track->type) {
				case Animation::TYPE_POSITION_3D: {
#ifndef 
					TrackCacheTransform *t = static_cast<TrackCacheTransform *>(track);
					if (t->root_motion) {
						root_motion_position = t->loc;
						root_motion_rotation = t->rot;
						root_motion_scale = t->scale - Vector3(1, 1, 1);
					} else if (t->skeleton && t->bone_idx >= 0) {
						if (t->loc_used) {
							t->skeleton->set_bone_pose_position(t->bone_idx, t->loc);
						}
						if (t->rot_used) {
							t->skeleton->set_bone_pose_rotation(t->bone_idx, t->rot);
						}
						if (t->scale_used) {
							t->skeleton->set_bone_pose_scale(t->bone_idx, t->scale);
						}
					} else if (!t->skeleton) {
						if (t->loc_used) {