### 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)






_update_key_edit();
		} break;
		case EDIT_OPTIMIZE_ANIMATION: {
			optimize_dialog->popup_centered(Size2(250, 180) * EDSCALE);
		} break;
		case EDIT_OPTIMIZE_ANIMATION_CONFIRM: {
			animation->optimize(optimize_velocity_error->get_value(), optimize_angular_error->get_value(), optimize_precision_error->get_value());
			_redraw_tracks();
			_update_key_edit();
			EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
			undo_redo->clear_history(true, undo_redo->get_history_id_for_object(animation.ptr()));
			undo_redo->clear_history(true, undo_redo->get_history_id_for_object(this));
		} break;
		case EDIT_CLEAN_UP_ANIMATION: {
			cleanup_dialog->popup_centered(Size2(300, 0) * EDSCALE);
		} break;
		case EDIT_CLEAN_UP_ANIMATION_CONFIRM: {
			if (cleanup_all->is_pressed()) {
				List<StringName> names;
				AnimationPlayerEditor::get_singleton()->get_player()->get_animation_list(&names);
				for (const StringName &E : names) {
					_cleanup_animation(AnimationPlayerEditor::get_singleton()->get_player()->get_animation(E));
				}
			} else {
				_cleanup_animation(animation);
			}
		} break;
	}
}
void AnimationTrackEditor::_cleanup_animation(Ref<Animation> p_animation) {