### 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)

_ensure_node_caches(p_anim);
	ERR_FAIL_COND(p_anim->node_cache.size() != p_anim->animation->get_track_count());
	Animation *a = p_anim->animation.operator->();
#ifdef TOOLS_ENABLED
	bool can_call = is_inside_tree() && !Engine::get_singleton()->is_editor_hint();
#endif 
	bool backward = signbit(p_delta);
	for (int i = 0; i < a->get_track_count(); i++) {
		
		
		if (p_anim->node_cache.size() != a->get_track_count()) {
			_ensure_node_caches(p_anim);
		}
		TrackNodeCache *nc = p_anim->node_cache[i];
		if (!nc) {
			continue; 
		}
		if (!a->track_is_enabled(i)) {
			continue; 
		}
		if (a->track_get_key_count(i) == 0) {
			continue; 
		}
		switch (a->track_get_type(i)) {
			case Animation::TYPE_POSITION_3D: {
#ifndef _3D_DISABLED
				if (!nc->node_3d) {