### 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)






p_list->push_back(PropertyInfo(Variant::INT, "args/" + itos(i) + "/type", PROPERTY_HINT_ENUM, vtypes));
					if (args[i].get_type() != Variant::NIL) {
						p_list->push_back(PropertyInfo(args[i].get_type(), "args/" + itos(i) + "/value"));
					}
				}
			} break;
			case Animation::TYPE_BEZIER: {
				p_list->push_back(PropertyInfo(Variant::FLOAT, "value"));
				p_list->push_back(PropertyInfo(Variant::VECTOR2, "in_handle"));
				p_list->push_back(PropertyInfo(Variant::VECTOR2, "out_handle"));
				p_list->push_back(PropertyInfo(Variant::INT, "handle_mode", PROPERTY_HINT_ENUM, "Free,Linear,Balanced,Mirrored"));
			} break;
			case Animation::TYPE_AUDIO: {
				p_list->push_back(PropertyInfo(Variant::OBJECT, "stream", PROPERTY_HINT_RESOURCE_TYPE, "AudioStream"));
				p_list->push_back(PropertyInfo(Variant::FLOAT, "start_offset", PROPERTY_HINT_RANGE, "0,3600,0.0001,or_greater"));
				p_list->push_back(PropertyInfo(Variant::FLOAT, "end_offset", PROPERTY_HINT_RANGE, "0,3600,0.0001,or_greater"));
			} break;
			case Animation::TYPE_ANIMATION: {
				if (key_ofs_map.size() > 1) {
					break;
				}
				String animations;
				if (root_path && root_path->has_node(animation->track_get_path(first_track))) {
					AnimationPlayer *ap = Object::cast_to<AnimationPlayer>(root_path->get_node(animation->track_get_path(first_track)));
					if (ap) {
						List<StringName> anims;
						ap->get_animation_list(&anims);
						for (List<StringName>::Element *G = anims.front(); G; G = G->next()) {
							if (!animations.is_empty()) {
								animations += ",";