### Godot version

4.2.beta.custom_build [51f81e1c8]

### System information

macOS 11.0+

### Issue description

I could sense a recent merging of a few pull requests on here:

<img width="865" alt="image" src="https://github.com/godotengine/godot/assets/1129695/1cf7d144-a4d2-4514-abca-1405222e702a">

This bug has the following related merges as the most recent ones:

https://github.com/godotengine/godot/pull/80813
https://github.com/godotengine/godot/pull/80939

The pull requests are for reviving onion-skinning capabilities, but this causes a minor unexpected result (see Steps to reproduce)



### Steps to reproduce

## A. Use 4.2.beta.custom_build [51f81e1c8]

1. Obtain the attached minimal reproduction project
2. Select the AnimationPlayer node
<img width="1468" alt="image" src="https://github.com/godotengine/godot/assets/1129695/ca16d7a6-7690-45b4-b8f9-b12fded64ca4">
3. In the Animation panel, click "Edit" to find your shortcuts for "Go to Next Step" and "Go to Previous Step"
<img width="410" alt="image" src="https://github.com/godotengine/godot/assets/1129695/a708e196-2eb9-42ea-bf0e-fd0aa88a9e60">
4. Use the shortcuts to spam go back and forth the animation

Expected result: animation goes smoothly

https://github.com/godotengine/godot/assets/1129695/c24c498c-7f77-4cc9-a1c9-a1627d89c58b



Actual result: animation jumps crazily


https://github.com/godotengine/godot/assets/1129695/947bf5b4-a0ab-42d4-bb5b-201800b4bdc6


https://github.com/godotengine/godot/assets/1129695/65303cd0-8c2d-4a35-9d16-c94752ac2e3a




## B. My successful yet unverified fix attempt on 4.2.beta.custom_build [51f81e1c8]

Either by:

<img width="831" alt="image" src="https://github.com/godotengine/godot/assets/1129695/80d167ae-27e7-4ec4-a4c9-ffc7adc0353f">


Or by:

<img width="806" alt="image" src="https://github.com/godotengine/godot/assets/1129695/2bae8697-8ef3-48dc-9f0a-2b5fe568ed43">


I don't see any negative impact on Onion Skinning or other functions by the above fix attempt, but I am not sure, I need someone to help me verify this.



### Minimal reproduction project

[gd_anim_unittest_1.zip](https://github.com/godotengine/godot/files/12909805/gd_anim_unittest_1.zip)






Variant v = animation->track_get_key_value(track, key);
			if (hint.type != Variant::NIL) {
				PropertyInfo pi = hint;
				pi.name = PNAME("value");
				p_list->push_back(pi);
			} else {
				PropertyHint val_hint = PROPERTY_HINT_NONE;
				String val_hint_string;
				if (v.get_type() == Variant::OBJECT) {
					
					Ref<Resource> res = v;
					if (res.is_valid()) {
						val_hint = PROPERTY_HINT_RESOURCE_TYPE;
						val_hint_string = res->get_class();
					}
				}
				if (v.get_type() != Variant::NIL) {
					p_list->push_back(PropertyInfo(v.get_type(), PNAME("value"), val_hint, val_hint_string));
				}
			}
		} break;
		case Animation::TYPE_METHOD: {
			p_list->push_back(PropertyInfo(Variant::STRING_NAME, PNAME("name")));
			p_list->push_back(PropertyInfo(Variant::INT, PNAME("arg_count"), PROPERTY_HINT_RANGE, "0,32,1,or_greater"));
			Dictionary d = animation->track_get_key_value(track, key);
			ERR_FAIL_COND(!d.has("args"));
			Vector<Variant> args = d["args"];
			String vtypes;
			for (int i = 0; i < Variant::VARIANT_MAX; i++) {
				if (i > 0) {