### 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)

continue;
						}
						TrackCacheTransform *track_xform = memnew(TrackCacheTransform);
						track_xform->type = Animation::TYPE_POSITION_3D;
						track_xform->node_3d = node_3d;
						track_xform->skeleton = nullptr;
						track_xform->bone_idx = -1;
						bool has_rest = false;
						if (path.get_subname_count() == 1 && Object::cast_to<Skeleton3D>(node_3d)) {
							Skeleton3D *sk = Object::cast_to<Skeleton3D>(node_3d);
							track_xform->skeleton = sk;
							int bone_idx = sk->find_bone(path.get_subname(0));
							if (bone_idx != -1) {
								has_rest = true;
								track_xform->bone_idx = bone_idx;
								Transform3D rest = sk->get_bone_rest(bone_idx);
								track_xform->init_loc = rest.origin;
								track_xform->init_rot = rest.basis.get_rotation_quaternion();
								track_xform->init_scale = rest.basis.get_scale();
							}
						}
						track_xform->object = node_3d;
						track_xform->object_id = track_xform->object->get_instance_id();
						track = track_xform;
						switch (track_type) {
							case Animation::TYPE_POSITION_3D: {
								track_xform->loc_used = true;
							} break;
							case Animation::TYPE_ROTATION_3D: {
								track_xform->rot_used = true;