### 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)

String name = p_name;
	if (name == "playback/play") { 
		r_ret = get_current_animation();
	} else if (name.begins_with("libraries")) {
		Dictionary d;
		for (const AnimationLibraryData &lib : animation_libraries) {
			d[lib.name] = lib.library;
		}
		r_ret = d;
	} else if (name.begins_with("next/")) {
		String which = name.get_slicec('/', 1);
		r_ret = animation_get_next(which);
	} else if (name == "blend_times") {
		Vector<BlendKey> keys;
		for (const KeyValue<BlendKey, double> &E : blend_times) {
			keys.ordered_insert(E.key);
		}
		Array array;
		for (int i = 0; i < keys.size(); i++) {
			array.push_back(keys[i].from);
			array.push_back(keys[i].to);
			array.push_back(blend_times.get(keys[i]));
		}
		r_ret = array;
	} else {
		return false;
	}
	return true;
}
void AnimationPlayer::_validate_property(PropertyInfo &p_property) const {