### 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)

StringName anim_name = a->animation_track_get_key_animation(i, idx);
					if (String(anim_name) == "[stop]" || !player->has_animation(anim_name)) {
						continue;
					}
					Ref<Animation> anim = player->get_animation(anim_name);
					double at_anim_pos = 0.0;
					switch (anim->get_loop_mode()) {
						case Animation::LOOP_NONE: {
							at_anim_pos = MIN((double)anim->get_length(), p_time - pos); 
						} break;
						case Animation::LOOP_LINEAR: {
							at_anim_pos = Math::fposmod(p_time - pos, (double)anim->get_length()); 
						} break;
						case Animation::LOOP_PINGPONG: {
							at_anim_pos = Math::pingpong(p_time - pos, (double)anim->get_length());
						} break;
						default:
							break;
					}
					if (player->is_playing()) {
						player->seek(at_anim_pos);
						player->play(anim_name);
						nc->animation_playing = true;
						playing_caches.insert(nc);
					} else {
						player->set_assigned_animation(anim_name);
						player->seek(at_anim_pos, true);
					}
				} else {