Closes https://github.com/ppy/osu/issues/25633.
The reason why that particular beatmap did not have a double skip
on stable is here:
e53980dd76/osu!/GameModes/Play/Player.cs#L1761-L1770
The particular place of interest is the `leadInTime < 10000` check.
If `leadInTime < 10000`, then `leadIn == leadInTime`, and it turns out
that `AudioEngine.Time` will always be more than or equal to `leadIn`,
because it's also the gameplay start time:
e53980dd76/osu!/GameModes/Play/Player.cs#L2765
This essentially means that if the `leadInTime` is less than 10000,
that particular check is just dead. So a double skip can only occur
if the gameplay starts at time -10000 or earlier due to the storyboard.