### Godot version

4.0.beta16

### System information

windows 10

### Issue description

whenever an animation starts playing and there is an animation track in it with at least one key, the seemingly innocuous error message gets printed:
```
ERROR: Condition "!playback.current.from" is true.
   at: seek (scene/animation/animation_player.cpp:1784)
```
It apparently doesn't cause any kind of erroneous behavior, and the other animation player seems to play the animation as expected.

### Steps to reproduce

see attached video:

https://user-images.githubusercontent.com/5783414/215481088-a0da14c0-fa1a-4921-b351-66257adb9a3a.mp4


### Minimal reproduction project

[PlayingAnimationTracksPrintsAnError.zip](https://github.com/godotengine/godot/files/10535868/PlayingAnimationTracksPrintsAnError.zip)

### Work Around

Instead of using animation playback tracks, the user can use method call tracks and call the play method in the desired animation player
ERR_FAIL_COND_V_MSG(!playback.current.from, 0, "AnimationPlayer has no current animation");
	return playback.current.from->animation->get_length();
}
void AnimationPlayer::_animation_changed(const StringName &p_name) {
	clear_caches();
	if (is_playing()) {
		playback.seeked = true; 
	}
}
void AnimationPlayer::_stop_playing_caches(bool p_reset) {
	for (TrackNodeCache *E : playing_caches) {
		if (E->node && E->audio_playing) {
			E->node->call(SNAME("stop"));
		}
		if (E->node && E->animation_playing) {
			AnimationPlayer *player = Object::cast_to<AnimationPlayer>(E->node);
			if (!player) {
				continue;
			}
			if (p_reset) {
				player->stop();
			} else {
				player->pause();
			}
		}
	}
	playing_caches.clear();
}
void AnimationPlayer::_node_removed(Node *p_node) {