### 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)

arr[1] = nc->skeleton->get_bone_pose_rotation(nc->bone_idx);
			arr[2] = nc->skeleton->get_bone_pose_scale(nc->bone_idx);
			entry.value = nc;
			backup->entries.push_back(entry);
		} else {
			if (nc->node_3d) {
				AnimatedValuesBackup::Entry entry;
				entry.object = nc->node_3d;
				entry.subpath.push_back("transform");
				entry.value = nc->node_3d->get_transform();
				entry.bone_idx = -1;
				backup->entries.push_back(entry);
			} else {
				for (const KeyValue<StringName, TrackNodeCache::PropertyAnim> &E : nc->property_anim) {
					AnimatedValuesBackup::Entry entry;
					entry.object = E.value.object;
					entry.subpath = E.value.subpath;
					bool valid;
					entry.value = E.value.object->get_indexed(E.value.subpath, &valid);
					entry.bone_idx = -1;
					if (valid) {
						backup->entries.push_back(entry);
					}
				}
			}
		}
	}
	return backup;
}
Ref<AnimatedValuesBackup> AnimationPlayer::apply_reset(bool p_user_initiated) {