### Godot version

4.2 dev3

### System information

Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1060 (NVIDIA; 30.0.15.1403) - Intel(R) Core(TM) i7-7700HQ CPU @ 2.80GHz (8 Threads)

### Issue description

If you have a Method Track with multiple calls to the same method, they are joined together and makes things unreadable:
![image](https://github.com/godotengine/godot/assets/2223172/a2ab8446-28a1-440b-b0d5-5049f5d705b4)
The horizontal line shouldn't be used here. I think it might be a regression.

### Steps to reproduce

1. Add AnimationPlayer
2. Add a Method Track (with Add Track button)
3. Add some key to the track
4. Add another key with the same method

### Minimal reproduction project

N/A
return root;
}
void AnimationTrackEditor::update_keying() {
	bool keying_enabled = false;
	EditorSelectionHistory *editor_history = EditorNode::get_singleton()->get_editor_selection_history();
	if (is_visible_in_tree() && animation.is_valid() && editor_history->get_path_size() > 0) {
		Object *obj = ObjectDB::get_instance(editor_history->get_path_object(0));
		keying_enabled = Object::cast_to<Node>(obj) != nullptr;
	}
	if (keying_enabled == keying) {
		return;
	}
	keying = keying_enabled;
	emit_signal(SNAME("keying_changed"));
}
bool AnimationTrackEditor::has_keying() const {
	return keying;
}
Dictionary AnimationTrackEditor::get_state() const {
	Dictionary state;
	state["fps_mode"] = timeline->is_using_fps();
	state["zoom"] = zoom->get_value();
	state["offset"] = timeline->get_value();
	state["v_scroll"] = scroll->get_v_scroll_bar()->get_value();
	return state;
}
void AnimationTrackEditor::set_state(const Dictionary &p_state) {