### 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)

ERR_FAIL_COND_V(!can_apply_reset(), Ref<AnimatedValuesBackup>());
	Ref<Animation> reset_anim = animation_set[SceneStringNames::get_singleton()->RESET].animation;
	ERR_FAIL_COND_V(reset_anim.is_null(), Ref<AnimatedValuesBackup>());
	Node *root_node = get_node_or_null(root);
	ERR_FAIL_COND_V(!root_node, Ref<AnimatedValuesBackup>());
	AnimationPlayer *aux_player = memnew(AnimationPlayer);
	EditorNode::get_singleton()->add_child(aux_player);
	Ref<AnimationLibrary> al;
	al.instantiate();
	al->add_animation(SceneStringNames::get_singleton()->RESET, reset_anim);
	aux_player->add_animation_library("", al);
	aux_player->set_assigned_animation(SceneStringNames::get_singleton()->RESET);
	
	Ref<AnimatedValuesBackup> old_values = aux_player->backup_animated_values(get_node(get_root()));
	aux_player->seek(0.0f, true);
	aux_player->queue_free();
	if (p_user_initiated) {
		Ref<AnimatedValuesBackup> new_values = aux_player->backup_animated_values();
		old_values->restore();
		EditorUndoRedoManager *ur = EditorUndoRedoManager::get_singleton();
		ur->create_action(TTR("Animation Apply Reset"));
		ur->add_do_method(new_values.ptr(), "restore");
		ur->add_undo_method(old_values.ptr(), "restore");
		ur->commit_action();
	}
	return old_values;
}
bool AnimationPlayer::can_apply_reset() const {