### 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
undo_redo->add_do_method(animation.ptr(), "value_track_set_update_mode", animation->get_track_count(), update_mode);
		undo_redo->add_undo_method(animation.ptr(), "remove_track", animation->get_track_count());
		undo_redo->commit_action();
	} else {
		Vector<String> subindices;
		{
			
			NodePath np;
			animation->add_track(Animation::TYPE_VALUE);
			animation->track_set_path(animation->get_track_count() - 1, full_path);
			PropertyInfo h = _find_hint_for_track(animation->get_track_count() - 1, np);
			animation->remove_track(animation->get_track_count() - 1); 
			bool valid;
			subindices = _get_bezier_subindices_for_type(h.type, &valid);
			if (!valid) {
				EditorNode::get_singleton()->show_warning(TTR("Invalid track for Bezier (no suitable sub-properties)"));
				return;
			}
		}
		undo_redo->create_action(TTR("Add Bezier Track"));
		int base_track = animation->get_track_count();
		for (int i = 0; i < subindices.size(); i++) {
			undo_redo->add_do_method(animation.ptr(), "add_track", adding_track_type);
			undo_redo->add_do_method(animation.ptr(), "track_set_path", base_track + i, full_path + subindices[i]);
			undo_redo->add_undo_method(animation.ptr(), "remove_track", base_track);
		}
		undo_redo->commit_action();
	}
}
void AnimationTrackEditor::_timeline_value_changed(double) {