### 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
if (!read_only) {
		EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
		undo_redo->create_action(TTR("Change Animation Loop"));
		switch (animation->get_loop_mode()) {
			case Animation::LOOP_NONE: {
				undo_redo->add_do_method(animation.ptr(), "set_loop_mode", Animation::LOOP_LINEAR);
			} break;
			case Animation::LOOP_LINEAR: {
				undo_redo->add_do_method(animation.ptr(), "set_loop_mode", Animation::LOOP_PINGPONG);
			} break;
			case Animation::LOOP_PINGPONG: {
				undo_redo->add_do_method(animation.ptr(), "set_loop_mode", Animation::LOOP_NONE);
			} break;
			default:
				break;
		}
		undo_redo->add_do_method(this, "update_values");
		undo_redo->add_undo_method(animation.ptr(), "set_loop_mode", animation->get_loop_mode());
		undo_redo->add_undo_method(this, "update_values");
		undo_redo->commit_action();
	} else {
		String base_path = animation->get_path();
		if (FileAccess::exists(base_path + ".import")) {
			EditorNode::get_singleton()->show_warning(TTR("Can't change loop mode on animation instanced from imported scene."));
		} else {
			EditorNode::get_singleton()->show_warning(TTR("Can't change loop mode on animation embedded in another scene."));
		}
		update_values();
	}
}