### 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 (animation->track_get_type(track) == Animation::TYPE_AUDIO) {
						Ref<Texture2D> use_blend_icon = blend_icon[animation->audio_track_is_use_blend(track) ? 0 : 1];
						Vector2 use_blend_icon_pos = update_mode_rect.position + (update_mode_rect.size - use_blend_icon->get_size()) / 2;
						draw_texture(use_blend_icon, use_blend_icon_pos);
					}
					
					update_mode_rect.position.y = 0;
					update_mode_rect.size.y = get_size().height;
					ofs += update_icon->get_width() + hsep / 2;
					update_mode_rect.size.x += hsep / 2;
					if (!read_only) {
						if (animation->track_get_type(track) == Animation::TYPE_VALUE || animation->track_get_type(track) == Animation::TYPE_AUDIO) {
							draw_texture(down_icon, Vector2(ofs, int(get_size().height - down_icon->get_height()) / 2));
							update_mode_rect.size.x += down_icon->get_width();
						} else if (animation->track_get_type(track) == Animation::TYPE_BEZIER) {
							update_mode_rect.size.x += down_icon->get_width();
							update_mode_rect = Rect2();
						} else {
							update_mode_rect = Rect2();
						}
					} else {
						update_mode_rect = Rect2();
					}
					ofs += down_icon->get_width();
					draw_line(Point2(ofs + hsep * 0.5, 0), Point2(ofs + hsep * 0.5, get_size().height), linecolor, Math::round(EDSCALE));
					ofs += hsep;
				}
				{