### 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)






timecolor.a = 0.2;
			Color linecolor = color;
			linecolor.a = 0.2;
			{
				draw_rect(Rect2(Point2(get_name_limit(), 0), Point2(zoomw - 1, h)), notimecol);
				if (begin_px < zoomw && end_px > 0) {
					if (begin_px < 0) {
						begin_px = 0;
					}
					if (end_px > zoomw) {
						end_px = zoomw;
					}
					draw_rect(Rect2(Point2(get_name_limit() + begin_px, 0), Point2(end_px - begin_px, h)), timecolor);
				}
			}
			Color color_time_sec = color;
			Color color_time_dec = color;
			color_time_dec.a *= 0.5;
#define SC_ADJ 100
			int dec = 1;
			int step = 1;
			int decimals = 2;
			bool step_found = false;
			const float period_width = font->get_char_size('.', font_size).width;
			float max_digit_width = font->get_char_size('0', font_size).width;
			for (int i = 1; i <= 9; i++) {
				const float digit_width = font->get_char_size('0' + i, font_size).width;
				max_digit_width = MAX(digit_width, max_digit_width);
			}
			const int max_sc = int(Math::ceil(zoomw / scale));