### 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)






int key_idx = -1;
		float key_distance = 1e20;
		
		for (int i = animation->track_get_key_count(track) - 1; i >= 0; i--) {
			Rect2 rect = const_cast<AnimationTrackEdit *>(this)->get_key_rect(i, timeline->get_zoom_scale());
			float offset = animation->track_get_key_time(track, i) - timeline->get_value();
			offset = offset * timeline->get_zoom_scale() + limit;
			rect.position.x += offset;
			if (rect.has_point(p_pos)) {
				if (const_cast<AnimationTrackEdit *>(this)->is_key_selectable_by_distance()) {
					float distance = ABS(offset - p_pos.x);
					if (key_idx == -1 || distance < key_distance) {
						key_idx = i;
						key_distance = distance;
					}
				} else {
					
					break;
				}
			}
		}
		if (key_idx != -1) {
			String text = TTR("Time (s):") + " " + TS->format_number(rtos(Math::snapped(animation->track_get_key_time(track, key_idx), 0.0001))) + "\n";
			switch (animation->track_get_type(track)) {
				case Animation::TYPE_POSITION_3D: {
					Vector3 t = animation->track_get_key_value(track, key_idx);
					text += TTR("Position:") + " " + String(t) + "\n";
				} break;
				case Animation::TYPE_ROTATION_3D: {
					Quaternion t = animation->track_get_key_value(track, key_idx);