### 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)

Playback &c = playback;
	accum_pass++;
	bool seeked = c.seeked; 
	if (p_delta != 0) {
		c.seeked = false;
	}
	float blend = 1.0; 
	List<Blend>::Element *next = NULL;
	for (List<Blend>::Element *E = c.blend.front(); E; E = next) {
		Blend &b = E->get();
		
		
		_animation_process_data(b.data, p_delta, blend, false, false);
		blend = 1.0 - b.blend_left / b.blend_time; 
		b.blend_left -= Math::absf(speed_scale * p_delta);
		next = E->next();
		if (b.blend_left < 0) {
			
			List<Blend>::Element *prev;
			while (E) {
				prev = E->prev();
				c.blend.erase(E);
				E = prev;
			}
		}
	}
	_animation_process_data(c.current, p_delta, blend, seeked, p_started);
}
void AnimationPlayer::_animation_update_transforms() {