### 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)

while (animation_libraries.size()) {
			remove_animation_library(animation_libraries[0].name);
		}
		List<Variant> keys;
		d.get_key_list(&keys);
		for (const Variant &K : keys) {
			StringName lib_name = K;
			Ref<AnimationLibrary> lib = d[lib_name];
			add_animation_library(lib_name, lib);
		}
		emit_signal("animation_libraries_updated");
	} else if (name.begins_with("next/")) {
		String which = name.get_slicec('/', 1);
		animation_set_next(which, p_value);
	} else if (p_name == SceneStringNames::get_singleton()->blend_times) {
		Array array = p_value;
		int len = array.size();
		ERR_FAIL_COND_V(len % 3, false);
		for (int i = 0; i < len / 3; i++) {
			StringName from = array[i * 3 + 0];
			StringName to = array[i * 3 + 1];
			float time = array[i * 3 + 2];
			set_blend_time(from, to, time);
		}
	} else {
		return false;
	}
	return true;
}
bool AnimationPlayer::_get(const StringName &p_name, Variant &r_ret) const {