### 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)






get_editor_theme_icon(SNAME("InterpLinearAngle")),
					get_editor_theme_icon(SNAME("InterpCubicAngle")),
				};
				Ref<Texture2D> cont_icon[3] = {
					get_editor_theme_icon(SNAME("TrackContinuous")),
					get_editor_theme_icon(SNAME("TrackDiscrete")),
					get_editor_theme_icon(SNAME("TrackCapture"))
				};
				Ref<Texture2D> blend_icon[2] = {
					get_editor_theme_icon(SNAME("UseBlendEnable")),
					get_editor_theme_icon(SNAME("UseBlendDisable")),
				};
				int ofs = get_size().width - timeline->get_buttons_width();
				Ref<Texture2D> down_icon = get_theme_icon(SNAME("select_arrow"), SNAME("Tree"));
				draw_line(Point2(ofs, 0), Point2(ofs, get_size().height), linecolor, Math::round(EDSCALE));
				ofs += hsep;
				{
					
					Animation::UpdateMode update_mode;
					if (animation->track_get_type(track) == Animation::TYPE_VALUE) {
						update_mode = animation->value_track_get_update_mode(track);
					} else {
						update_mode = Animation::UPDATE_CONTINUOUS;
					}
					Ref<Texture2D> update_icon = cont_icon[update_mode];
					update_mode_rect.position.x = ofs;
					update_mode_rect.position.y = int(get_size().height - update_icon->get_height()) / 2;
					update_mode_rect.size = update_icon->get_size();
					if (!animation->track_is_compressed(track) && animation->track_get_type(track) == Animation::TYPE_VALUE) {
						draw_texture(update_icon, update_mode_rect.position);