### Godot version

4.2 RC2

### System information

Any

### Issue description

https://github.com/godotengine/godot/assets/61938263/42ed582f-7b87-424c-8d19-ba0650ead5aa

It should not be reset by pausing.

### Steps to reproduce

Pause AnimationPlaybackTrack

### Minimal reproduction project

N/A
track_value->is_continuous |= anim->value_track_get_update_mode(i) != Animation::UPDATE_DISCRETE;
				track_value->is_using_angle |= anim->track_get_interpolation_type(i) == Animation::INTERPOLATION_LINEAR_ANGLE || anim->track_get_interpolation_type(i) == Animation::INTERPOLATION_CUBIC_ANGLE;
				
				
				
				bool skip_update_mode_warning = false;
				if (track_value->is_continuous) {
					if (!Animation::is_variant_interpolatable(track_value->init_value)) {
						WARN_PRINT_ONCE_ED("AnimationMixer: '" + String(E) + "', Value Track: '" + String(path) + "' uses a non-numeric type as key value with UpdateMode.UPDATE_CONTINUOUS. This will not be blended correctly, so it is forced to UpdateMode.UPDATE_DISCRETE.");
						track_value->is_continuous = false;
						skip_update_mode_warning = true;
					}
					if (track_value->init_value.is_string()) {
						WARN_PRINT_ONCE_ED("AnimationMixer: '" + String(E) + "', Value Track: '" + String(path) + "' blends String types. This is an experimental algorithm.");
					}
				}
				if (!skip_update_mode_warning && was_continuous != track_value->is_continuous) {
					WARN_PRINT_ONCE_ED("AnimationMixer: '" + String(E) + "', Value Track: '" + String(path) + "' has different update modes between some animations which may be blended together. Blending prioritizes UpdateMode.UPDATE_CONTINUOUS, so the process treats UpdateMode.UPDATE_DISCRETE as UpdateMode.UPDATE_CONTINUOUS with InterpolationType.INTERPOLATION_NEAREST.");
				}
				if (was_using_angle != track_value->is_using_angle) {
					WARN_PRINT_ONCE_ED("AnimationMixer: '" + String(E) + "', Value Track: '" + String(path) + "' has different interpolation types for rotation between some animations which may be blended together. Blending prioritizes angle interpolation, so the blending result uses the shortest path referenced to the initial (RESET animation) value.");
				}
			}
			track->setup_pass = setup_pass;
		}
	}
	List<NodePath> to_delete;
	for (const KeyValue<NodePath, TrackCache *> &K : track_cache) {
		TrackCache *tc = track_cache[K.key];
		if (tc->setup_pass != setup_pass) {