### 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)






}
			Ref<Font> font = get_theme_font(SNAME("font"), SNAME("Label"));
			int font_size = get_theme_font_size(SNAME("font_size"), SNAME("Label"));
			Color color = get_theme_color(SNAME("font_color"), SNAME("Label"));
			int hsep = get_theme_constant(SNAME("h_separation"), SNAME("ItemList"));
			Color linecolor = color;
			linecolor.a = 0.2;
			Color dc = get_theme_color(SNAME("disabled_font_color"), EditorStringName(Editor));
			
			{
				Ref<Texture2D> check = animation->track_is_enabled(track) ? get_theme_icon(SNAME("checked"), SNAME("CheckBox")) : get_theme_icon(SNAME("unchecked"), SNAME("CheckBox"));
				int ofs = in_group ? check->get_width() : 0; 
				check_rect = Rect2(Point2(ofs, int(get_size().height - check->get_height()) / 2), check->get_size());
				draw_texture(check, check_rect.position);
				ofs += check->get_width() + hsep;
				Ref<Texture2D> key_type_icon = _get_key_type_icon();
				draw_texture(key_type_icon, Point2(ofs, int(get_size().height - key_type_icon->get_height()) / 2));
				ofs += key_type_icon->get_width() + hsep;
				NodePath anim_path = animation->track_get_path(track);
				Node *node = nullptr;
				if (root && root->has_node(anim_path)) {
					node = root->get_node(anim_path);
				}
				String text;
				Color text_color = color;
				if (node && EditorNode::get_singleton()->get_editor_selection()->is_selected(node)) {
					text_color = get_theme_color(SNAME("accent_color"), EditorStringName(Editor));
				}
				if (in_group) {
					if (animation->track_get_type(track) == Animation::TYPE_METHOD) {