### 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
switch (p_index) {
		case MENU_CALL_MODE_CONTINUOUS:
		case MENU_CALL_MODE_DISCRETE:
		case MENU_CALL_MODE_CAPTURE: {
			Animation::UpdateMode update_mode = Animation::UpdateMode(p_index);
			EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
			undo_redo->create_action(TTR("Change Animation Update Mode"));
			undo_redo->add_do_method(animation.ptr(), "value_track_set_update_mode", track, update_mode);
			undo_redo->add_undo_method(animation.ptr(), "value_track_set_update_mode", track, animation->value_track_get_update_mode(track));
			undo_redo->commit_action();
			queue_redraw();
		} break;
		case MENU_INTERPOLATION_NEAREST:
		case MENU_INTERPOLATION_LINEAR:
		case MENU_INTERPOLATION_CUBIC:
		case MENU_INTERPOLATION_LINEAR_ANGLE:
		case MENU_INTERPOLATION_CUBIC_ANGLE: {
			Animation::InterpolationType interp_mode = Animation::InterpolationType(p_index - MENU_INTERPOLATION_NEAREST);
			EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
			undo_redo->create_action(TTR("Change Animation Interpolation Mode"));
			undo_redo->add_do_method(animation.ptr(), "track_set_interpolation_type", track, interp_mode);
			undo_redo->add_undo_method(animation.ptr(), "track_set_interpolation_type", track, animation->track_get_interpolation_type(track));
			undo_redo->commit_action();
			queue_redraw();
		} break;
		case MENU_LOOP_WRAP:
		case MENU_LOOP_CLAMP: {
			bool loop_wrap = p_index == MENU_LOOP_WRAP;
			EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
			undo_redo->create_action(TTR("Change Animation Loop Mode"));