### 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)






Button *snap = nullptr;
	Button *bezier_edit_icon = nullptr;
	OptionButton *snap_mode = nullptr;
	Button *imported_anim_warning = nullptr;
	void _show_imported_anim_warning();
	Button *dummy_player_warning = nullptr;
	void _show_dummy_player_warning();
	Button *inactive_player_warning = nullptr;
	void _show_inactive_player_warning();
	void _snap_mode_changed(int p_mode);
	Vector<AnimationTrackEdit *> track_edits;
	Vector<AnimationTrackEditGroup *> groups;
	bool animation_changing_awaiting_update = false;
	void _animation_update(); 
	int _get_track_selected();
	void _animation_changed();
	void _update_tracks();
	void _redraw_tracks();
	void _redraw_groups();
	void _check_bezier_exist();
	void _name_limit_changed();
	void _timeline_changed(float p_new_pos, bool p_drag, bool p_timeline_only);
	void _track_remove_request(int p_track);
	void _animation_track_remove_request(int p_track, Ref<Animation> p_from_animation);
	void _track_grab_focus(int p_track);
	void _update_scroll(double);
	void _update_step(double p_new_step);
	void _update_length(double p_new_len);
	void _dropped_track(int p_from_track, int p_to_track);
	void _add_track(int p_type);