### 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)






mutable int dropping_at = 0;
	float insert_at_pos = 0.0f;
	bool moving_selection_attempt = false;
	int select_single_attempt = -1;
	bool moving_selection = false;
	float moving_selection_from_ofs = 0.0f;
	bool in_group = false;
	AnimationTrackEditor *editor = nullptr;
protected:
	static void _bind_methods();
	void _notification(int p_what);
	virtual void gui_input(const Ref<InputEvent> &p_event) override;
public:
	virtual Variant get_drag_data(const Point2 &p_point) override;
	virtual bool can_drop_data(const Point2 &p_point, const Variant &p_data) const override;
	virtual void drop_data(const Point2 &p_point, const Variant &p_data) override;
	virtual String get_tooltip(const Point2 &p_pos) const override;
	virtual int get_key_height() const;
	virtual Rect2 get_key_rect(int p_index, float p_pixels_sec);
	virtual bool is_key_selectable_by_distance() const;
	virtual void draw_key_link(int p_index, float p_pixels_sec, int p_x, int p_next_x, int p_clip_left, int p_clip_right);
	virtual void draw_key(int p_index, float p_pixels_sec, int p_x, bool p_selected, int p_clip_left, int p_clip_right);
	virtual void draw_bg(int p_clip_left, int p_clip_right);
	virtual void draw_fg(int p_clip_left, int p_clip_right);
	
	void draw_texture_region_clipped(const Ref<Texture2D> &p_texture, const Rect2 &p_rect, const Rect2 &p_region);
	void draw_rect_clipped(const Rect2 &p_rect, const Color &p_color, bool p_filled = true);
	int get_track() const;
	Ref<Animation> get_animation() const;
	AnimationTimelineEdit *get_timeline() const { return timeline; }