### 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
}
						}
						keys.sort();
						keymap.insert(tracks[i], keys);
					} break;
					default: {
					} break;
				}
			}
			
			HashMap<int, Vector<int>>::Iterator E = keymap.begin();
			while (E) {
				int track = E->key;
				Vector<int> keys = E->value;
				int len = keys.size() - 1;
				
				bool is_using_angle = animation->track_get_interpolation_type(track) == Animation::INTERPOLATION_LINEAR_ANGLE || animation->track_get_interpolation_type(track) == Animation::INTERPOLATION_CUBIC_ANGLE;
				
				Vector<Pair<real_t, Variant>> insert_queue_new;
				for (int i = 0; i < len; i++) {
					
					if (keys[i] + 1 == keys[i + 1]) {
						double from_t = animation->track_get_key_time(track, keys[i]);
						double to_t = animation->track_get_key_time(track, keys[i + 1]);
						Variant from_v = animation->track_get_key_value(track, keys[i]);
						Variant to_v = animation->track_get_key_value(track, keys[i + 1]);
						if (is_using_angle) {
							real_t a = from_v;
							real_t b = to_v;
							real_t to_diff = fmod(b - a, Math_TAU);