### 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)

return _callback;
}
void AnimationTree::_node_removed(Node *p_node) {
	cache_valid = false;
}
bool AnimationTree::_update_caches(AnimationPlayer *player) {
	_pass++;
	if (!player->has_node(player->get_root())) {
		ERR_PRINT("AnimationTree: AnimationPlayer root is invalid.");
		set_active(false);
		_clear_caches();
		return false;
	}
	Node *parent = player->get_node(player->get_root());
	List<StringName> sname;
	player->get_animation_list(&sname);
	Ref<Animation> reset_anim;
	bool has_reset_anim = player->has_animation(SceneStringNames::get_singleton()->RESET);
	if (has_reset_anim) {
		reset_anim = player->get_animation(SceneStringNames::get_singleton()->RESET);
	}
	for (const StringName &E : sname) {
		Ref<Animation> anim = player->get_animation(E);
		for (int i = 0; i < anim->get_track_count(); i++) {
			NodePath path = anim->track_get_path(i);