### 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)






draw_string(font, Point2(ofs, int(get_size().height - font->get_height(font_size)) / 2 + font->get_ascent(font_size)), node_name, HORIZONTAL_ALIGNMENT_LEFT, timeline->get_name_limit() - ofs, font_size, color);
			int px = (-timeline->get_value() + timeline->get_play_position()) * timeline->get_zoom_scale() + timeline->get_name_limit();
			if (px >= timeline->get_name_limit() && px < (get_size().width - timeline->get_buttons_width())) {
				Color accent = get_theme_color(SNAME("accent_color"), EditorStringName(Editor));
				draw_line(Point2(px, 0), Point2(px, get_size().height), accent, Math::round(2 * EDSCALE));
			}
		} break;
	}
}
void AnimationTrackEditGroup::gui_input(const Ref<InputEvent> &p_event) {
	ERR_FAIL_COND(p_event.is_null());
	Ref<InputEventMouseButton> mb = p_event;
	if (mb.is_valid() && mb->is_pressed() && mb->get_button_index() == MouseButton::LEFT) {
		Point2 pos = mb->get_position();
		Rect2 node_name_rect = Rect2(0, 0, timeline->get_name_limit(), get_size().height);
		if (node_name_rect.has_point(pos)) {
			EditorSelection *editor_selection = EditorNode::get_singleton()->get_editor_selection();
			editor_selection->clear();
			editor_selection->add_node(root->get_node(node));
		}
	}
}
void AnimationTrackEditGroup::set_type_and_name(const Ref<Texture2D> &p_type, const String &p_name, const NodePath &p_node) {
	icon = p_type;
	node_name = p_name;
	node = p_node;
	queue_redraw();
	update_minimum_size();
}
Size2 AnimationTrackEditGroup::get_minimum_size() const {