### 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)

for (int i = 0; i < entries.size(); i++) {
		if (entries[i].bone_idx != -1) {
			
			Object::cast_to<Skeleton3D>(entries[i].object)->notification(Skeleton3D::NOTIFICATION_UPDATE_SKELETON);
		} else {
			Bone2D *bone = Object::cast_to<Bone2D>(entries[i].object);
			if (bone && bone->skeleton) {
				
				bone->skeleton->_update_transform();
			}
		}
	}
}
void AnimatedValuesBackup::restore() const {
	for (int i = 0; i < entries.size(); i++) {
		const AnimatedValuesBackup::Entry *entry = &entries[i];
		if (entry->bone_idx == -1) {
			entry->object->set_indexed(entry->subpath, entry->value);
		} else {
			Array arr = entry->value;
			if (arr.size() == 3) {
				Object::cast_to<Skeleton3D>(entry->object)->set_bone_pose_position(entry->bone_idx, arr[0]);
				Object::cast_to<Skeleton3D>(entry->object)->set_bone_pose_rotation(entry->bone_idx, arr[1]);
				Object::cast_to<Skeleton3D>(entry->object)->set_bone_pose_scale(entry->bone_idx, arr[2]);
			}
		}
	}
}
void AnimatedValuesBackup::_bind_methods() {