### 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)






case Animation::TYPE_ANIMATION: {
			if (name == "animation") {
				r_ret = animation->animation_track_get_key_animation(track, key);
				return true;
			}
		} break;
	}
	return false;
}
void AnimationTrackKeyEdit::_get_property_list(List<PropertyInfo> *p_list) const {
	if (animation.is_null()) {
		return;
	}
	ERR_FAIL_INDEX(track, animation->get_track_count());
	int key = animation->track_find_key(track, key_ofs, Animation::FIND_MODE_APPROX);
	ERR_FAIL_COND(key == -1);
	switch (animation->track_get_type(track)) {
		case Animation::TYPE_POSITION_3D: {
			p_list->push_back(PropertyInfo(Variant::VECTOR3, PNAME("position")));
		} break;
		case Animation::TYPE_ROTATION_3D: {
			p_list->push_back(PropertyInfo(Variant::QUATERNION, PNAME("rotation")));
		} break;
		case Animation::TYPE_SCALE_3D: {
			p_list->push_back(PropertyInfo(Variant::VECTOR3, PNAME("scale")));
		} break;
		case Animation::TYPE_BLEND_SHAPE: {
			p_list->push_back(PropertyInfo(Variant::FLOAT, PNAME("value")));
		} break;
		case Animation::TYPE_VALUE: {