### 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->create_action(TTR("Bake Animation as Linear keys."));
			int track_len = animation->get_track_count();
			bool b_trs = bake_trs->is_pressed();
			bool b_bs = bake_blendshape->is_pressed();
			bool b_v = bake_value->is_pressed();
			double anim_len = animation->get_length() + CMP_EPSILON; 
			float fps = bake_fps->get_value();
			double dur_step = 1.0 / fps;
			for (int i = 0; i < track_len; i++) {
				bool do_bake = false;
				Animation::TrackType type = animation->track_get_type(i);
				do_bake |= b_trs && (type == Animation::TYPE_POSITION_3D || type == Animation::TYPE_ROTATION_3D || type == Animation::TYPE_SCALE_3D);
				do_bake |= b_bs && type == Animation::TYPE_BLEND_SHAPE;
				do_bake |= b_v && type == Animation::TYPE_VALUE;
				if (do_bake && !animation->track_is_compressed(i)) {
					Animation::InterpolationType it = animation->track_get_interpolation_type(i);
					if (it == Animation::INTERPOLATION_NEAREST) {
						continue; 
					}
					
					bool is_using_angle = it == Animation::INTERPOLATION_LINEAR_ANGLE || it == Animation::INTERPOLATION_CUBIC_ANGLE;
					
					Vector<Pair<real_t, Variant>> insert_queue_new;
					switch (type) {
						case Animation::TYPE_POSITION_3D: {
							for (double delta_t = 0.0; delta_t <= anim_len; delta_t += dur_step) {
								Pair<real_t, Variant> keydata;
								keydata.first = delta_t;
								Vector3 v;
								animation->try_position_track_interpolate(i, delta_t, &v);