### 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)

#include "animation_tree.h"
#include "animation_blend_tree.h"
#include "core/config/engine.h"
#include "scene/resources/animation.h"
#include "scene/scene_string_names.h"
#include "servers/audio/audio_stream.h"
void AnimationNode::get_parameter_list(List<PropertyInfo> *r_list) const {
	Array parameters;
	if (GDVIRTUAL_CALL(_get_parameter_list, parameters)) {
		for (int i = 0; i < parameters.size(); i++) {
			Dictionary d = parameters[i];
			ERR_CONTINUE(d.is_empty());
			r_list->push_back(PropertyInfo::from_dict(d));
		}
	}
}
Variant AnimationNode::get_parameter_default_value(const StringName &p_parameter) const {
	Variant ret;
	GDVIRTUAL_CALL(_get_parameter_default_value, p_parameter, ret);
	return ret;
}
bool AnimationNode::is_parameter_read_only(const StringName &p_parameter) const {
	bool ret = false;
	GDVIRTUAL_CALL(_is_parameter_read_only, p_parameter, ret);
	return ret;
}
void AnimationNode::set_parameter(const StringName &p_name, const Variant &p_value) {