### 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)






case Animation::LOOP_LINEAR: {
			loop->set_icon(get_editor_theme_icon(SNAME("Loop")));
			loop->set_pressed(true);
		} break;
		case Animation::LOOP_PINGPONG: {
			loop->set_icon(get_editor_theme_icon(SNAME("PingPongLoop")));
			loop->set_pressed(true);
		} break;
		default:
			break;
	}
	editing = false;
}
void AnimationTimelineEdit::_play_position_draw() {
	if (!animation.is_valid() || play_position_pos < 0) {
		return;
	}
	float scale = get_zoom_scale();
	int h = play_position->get_size().height;
	int px = (-get_value() + play_position_pos) * scale + get_name_limit();
	if (px >= get_name_limit() && px < (play_position->get_size().width - get_buttons_width())) {
		Color color = get_theme_color(SNAME("accent_color"), EditorStringName(Editor));
		play_position->draw_line(Point2(px, 0), Point2(px, h), color, Math::round(2 * EDSCALE));
		play_position->draw_texture(
				get_editor_theme_icon(SNAME("TimelineIndicator")),
				Point2(px - get_editor_theme_icon(SNAME("TimelineIndicator"))->get_width() * 0.5, 0),
				color);
	}
}
void AnimationTimelineEdit::gui_input(const Ref<InputEvent> &p_event) {