### 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)






if (!animation.is_valid()) {
		return;
	}
	if (p_x < p_clip_left || p_x > p_clip_right) {
		return;
	}
	Ref<Texture2D> icon_to_draw = p_selected ? selected_icon : type_icon;
	if (animation->track_get_type(track) == Animation::TYPE_VALUE && !Math::is_equal_approx(animation->track_get_key_transition(track, p_index), real_t(1.0))) {
		
		icon_to_draw = get_editor_theme_icon(p_selected ? SNAME("KeyEasedSelected") : SNAME("KeyValueEased"));
	}
	
	if (!p_selected && animation->track_get_type(track) == Animation::TYPE_VALUE) {
		const Variant &v = animation->track_get_key_value(track, p_index);
		Variant::Type valid_type = Variant::NIL;
		if (!_is_value_key_valid(v, valid_type)) {
			icon_to_draw = get_editor_theme_icon(SNAME("KeyInvalid"));
		}
	}
	Vector2 ofs(p_x - icon_to_draw->get_width() / 2, int(get_size().height - icon_to_draw->get_height()) / 2);
	if (animation->track_get_type(track) == Animation::TYPE_METHOD) {
		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"));
		color.a = 0.5;
		Dictionary d = animation->track_get_key_value(track, p_index);