### 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
moving_selection_attempt = false;
			moving_selection = false;
			emit_signal(SNAME("move_selection_cancel"));
		}
	}
	Ref<InputEventMouseMotion> mm = p_event;
	if (mm.is_valid()) {
		const int previous_hovering_key_idx = hovering_key_idx;
		
		if (!animation->track_is_compressed(track)) {
			const float scale = timeline->get_zoom_scale();
			const int limit = timeline->get_name_limit();
			const int limit_end = get_size().width - timeline->get_buttons_width();
			
			const int limit_start_hitbox = limit - type_icon->get_width();
			const Point2 pos = mm->get_position();
			if (pos.x >= limit_start_hitbox && pos.x <= limit_end) {
				
				
				int key_idx = -1;
				float key_distance = 1e20;
				hovering_key_idx = -1;
				
				for (int i = animation->track_get_key_count(track) - 1; i >= 0; i--) {
					Rect2 rect = get_key_rect(i, scale);
					float offset = animation->track_get_key_time(track, i) - timeline->get_value();
					offset = offset * scale + limit;
					rect.position.x += offset;
					if (rect.has_point(pos)) {
						if (is_key_selectable_by_distance()) {