### 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)






EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
	undo_redo->create_action(TTR("Change Track Path"));
	undo_redo->add_do_method(animation.ptr(), "track_set_path", track, p_text);
	undo_redo->add_undo_method(animation.ptr(), "track_set_path", track, animation->track_get_path(track));
	undo_redo->commit_action();
	path_popup->hide();
}
bool AnimationTrackEdit::_is_value_key_valid(const Variant &p_key_value, Variant::Type &r_valid_type) const {
	if (root == nullptr) {
		return false;
	}
	Ref<Resource> res;
	Vector<StringName> leftover_path;
	Node *node = root->get_node_and_resource(animation->track_get_path(track), res, leftover_path);
	Object *obj = nullptr;
	if (res.is_valid()) {
		obj = res.ptr();
	} else if (node) {
		obj = node;
	}
	bool prop_exists = false;
	if (obj) {
		r_valid_type = obj->get_static_property_type_indexed(leftover_path, &prop_exists);
	}
	return (!prop_exists || Variant::can_convert(p_key_value.get_type(), r_valid_type));
}
Ref<Texture2D> AnimationTrackEdit::_get_key_type_icon() const {