### 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)

case NOTIFICATION_INTERNAL_PHYSICS_PROCESS: {
			if (process_callback == ANIMATION_PROCESS_IDLE) {
				break;
			}
			if (processing) {
				_animation_process(get_physics_process_delta_time());
			}
		} break;
		case NOTIFICATION_EXIT_TREE: {
			clear_caches();
		} break;
	}
}
void AnimationPlayer::_ensure_node_caches(AnimationData *p_anim, Node *p_root_override) {
	
	if (p_anim->node_cache.size() == p_anim->animation->get_track_count()) {
		return;
	}
	Node *parent = p_root_override ? p_root_override : get_node(root);
	ERR_FAIL_COND(!parent);
	Animation *a = p_anim->animation.operator->();
	p_anim->node_cache.resize(a->get_track_count());
	setup_pass++;
	for (int i = 0; i < a->get_track_count(); i++) {
		p_anim->node_cache.write[i] = nullptr;
		if (!a->track_is_enabled(i)) {
			continue;
		}
		Ref<Resource> resource;
		Vector<StringName> leftover_path;